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Combat!

: A Military Action Game


By William Andersen

Wed like to thank the following people for their hard work on this project:

Author: Cover Artist:

William Andersen Jack Reynolds

Lead Line Developer: Interior Artists:


Interior artwork provided by
William Andersen The United States Department of Defense
Editor: Layout and Design:

Carl Dailey Jack Reynolds

Other Thanks:

I would like to offer a very special thanks to my


Action! System rules created by Mark Arsenault wife, Jennifer, for her support as this project was
& Patrick Sweeney being put together.
Action! System Core Rules written by Mark
Arsenault, Patrick Sweeney & Ross Winn

This ComStar Games product is copyright 2005 to ComStar Media, LLC. Only the portions of this work that contains
Open Game Content may be reproduced in compliance with the Open Game License. For identification of what is designated
Open Game Content, please refer to the Legal Information section at the back of the book. The full text of the Open Gaming
License can be found in the Legal Information at the back of this book. Other than the Open Game Content, all other work is
protected by copyright and may not be reproduced in any form without the written permission of ComStar Media, LLC.
The ComStar Games logo was designed by Jack Reynolds and is a trademark of ComStar Media, LLC.

ISBN 0-9769960-5-7
SKU: CSR4900
ComStar Media, LLC

Look for free web enhancements for this game at our website. ComStar also
plans a full line of products for the Action! System to build on our
existing Action line. These series, called Adventures Digest, will provide
enhancements to any Action game.

Thanks!
William
ComBat!
Dedication
This book is dedicated to my granfather, Ruben James Bass, who served aboard the USS Mississippi
during the Second World War. I also dedicate this book to his entire generation. Whether they served in
the armed forces of the US or any allied nation, or made sacrifices at home, they truly saved the world.
God Bless them All!
Cool Headed . ................................................9
Table of Contents Cover Fire .....................................................9
Desk Jockey ..................................................9
Chapter One: Action! System Core Rules Danger Sense . ..............................................10
.........................................................................1 Drill Instructor ..........................................10
The Basics......................................................... 1 Eidetic Memory . ............................................10
Dice.................................................................... 1 Electronic Warfare .....................................10
Enemy - one Allegiance ................................10
The GM............................................................... 1
Esprit de Corps ............................................11
Players and Characters............................. 1
Evasive Maneuvers .......................................11
Attributes & Skills........................................ 1 Eye Gouge .....................................................11
Attributes.....................................................1 Famous . .........................................................11
Skills.............................................................1 Fast Learner (Skill Group) .........................11
Skill Rolls....................................................1 Fast Reflexes . .............................................11
Attribute + Skill..........................................1 Fast Track ....................................................11
Difficulty Levels and Target Numbers... 1 Fighter Escort .............................................12
Making the Roll............................................. 1 Fixed-Wing Vehicle Weapons . .................... 12
Attribute Rolls.............................................. 1 Formation Flying ..........................................12
Damage.............................................................. 2 Good Sense of Direction ..............................12
Campaign Level............................................... 2 Good Sense of Time .......................................12
Realistic........................................................2 Grenadier . ....................................................12
Cinematic........................................................2 Hard to Kill .................................................12
Heart Punch .................................................13
Chapter Two: Characters.......................3 Helicopter Vehicle Weapons .................... 13
Attributes........................................................ 3 High Pain Threshold ....................................13
Body Group...................................................... 3 Immunity ........................................................13
Strength (STR)..............................................3 Indistinct . ....................................................13
Reflexes (REF)..............................................3 Interrogation ...............................................13
Health (HLT)..................................................3 Knows a Secret ............................................13
Mind Group...................................................... 3 Leadership ....................................................13
Presence (PRE)..............................................3 Life Experience ............................................13
Intellect (INT)..............................................3 Light Sleeper ...............................................14
Will (WIL)......................................................3 Lucky .............................................................14
Attribute Scores........................................... 3 Marksman ......................................................14
Buying Attributes.......................................... 3 Military Police Powers ................................14
Realistic Campaign: 230................................3 Mortar/Indirect Fire weapons .....................14
Cinematic Campaign: 315................................3 Mountaineer .................................................14
Maximum Attribute Scores.......................... 3 NBC ...............................................................14
Derived Attributes........................................ 4 Paratrooper ..................................................14
Defensive Target Number (DEF)...................4 Perk ..............................................................14
Initiative (INI)................................................4 Physical Advantage ......................................15
Toughness (TGH)...........................................4 Psychological Advantage .............................15
Life (LIF)........................................................4 Psychotherapy ..............................................15
Move (MOV).....................................................5 Security Clearance, Secret..........................16
Security Clearance, Top Secret...................16
ALLEGIANCES..................................................... 5 Sharpshooter ...............................................16
Pledging Allegiance..................................... 5 Social Advantage ..........................................16
Allegiances and Influence...........................5 Speed Reader ................................................16
Traits................................................................. 6 Strong Willed ..............................................16
Advantages...................................................... 6 Tactician .......................................................16
Disadvantages................................................. 7 Tank/APC Weapons ........................................17
Control Rolls............................................... 7 Voice of Command ..........................................17
Buying Traits................................................... 7 Teamwork, Specific Team ..............................17
Weapon Focus ...............................................17
Advantages...................................................... 7 Well Rested .................................................17
Acute Sense .................................................... 7 Wingman ........................................................17
Air Traffic Control Expert .........................7 Disadvantages................................................. 17
Ally ..............................................................8 Addiction . .....................................................17
Ambidextrous ................................................8 Bad Hands .....................................................17
Antithesis . ...................................................8 Bad Tempered . ..............................................17
Athletic ........................................................8 Dependent . ...................................................18
Attractive . ...................................................8 Distinctive Features ....................................18
Block ............................................................8 Duty ..............................................................18
Box Ears . ......................................................9 Easy to Kill ..................................................18
Choke Hold....................................................9 Enemy ............................................................19
Combat Pilot .................................................9 Forgetful .....................................................19
Commando Training .......................................9 Heavy Sleeper . .............................................19
Con Artist . ...................................................9 Honest ..........................................................19
Conviction .....................................................9
Illiterate .....................................................19 Social Sciences Skill Group.........................45
Impaired Sense ..............................................19 Technical Skills...........................................46
Infamous . ......................................................20 Transportation Skills..................................47
Insomnia ........................................................20 Action Points.................................................... 48
Low Pain Threshold .....................................20 When To Use Action Points......................... 48
Minor .............................................................20 Dramatic or Heroic Actions..........................48
Nave .............................................................20 After the Dice Are Rolled............................48
Oblivious to Danger .....................................20
What Action Points Do................................ 48
Out of Shape .................................................21
Boost a Skill Roll........................................48
Outsider .......................................................21
Boost a Control Roll...................................48
Physical Disadvantage ................................21
Boost an Attribute.......................................48
Poor Sense of Direction . .............................21
Reduce Damage..............................................48
Poor Sense of Time .......................................22
Increase Damage............................................48
Primitive . ......................................................22
Psychological Disadvantage ........................22
Gaining Action Points................................... 49
When to Award an Action Point....................49
Secret............................................................22
Wealth...........................................................50
Senior.............................................................22
The Wealth Roll...........................................50
Short..............................................................23
Slow Healer .................................................23 Chapter Three: Character Advancement
Slow Learner ...............................................23
Slow Reflexes ..............................................23
.........................................................................51
Social Disadvantage .....................................23
Rank.................................................................... 51
Unattractive ................................................24 Rank and the Game........................................ 51
Unlucky .........................................................24 Promotion.......................................................51
Weak Willed .................................................24 Enlisted Ranks . ...........................................51
Creating New Traits..................................... 24 Advancing Wealth.......................................... 55
What Will it Do?............................................. 24 Regaining Wealth.......................................... 55
What Values Should I Assign?................... 24 Wealth Awards............................................... 55
Advantages...................................................... 24 Selling Stuff.................................................. 55
Convenience...................................................24 Advanced Training......................................... 55
Edge...............................................................24 Air Assault Training......................................55
Gift................................................................24 Amphibious Assault Training . ......................55
Disadvantages................................................. 24 Arctic Warfare College . .............................55
Inconvenience................................................25 Defense Language Institute .......................55
Hardship........................................................25 Desert Warfare College . ............................56
Peril...............................................................25 Jump School ..................................................56
Dreamer.........................................................25 Jungle/Swamp Warfare College...................56
Skills.................................................................. 25 MOS Armor ....................................................56
MOS Aviation .................................................56
Skill Groups................................................... 25
MOS Combat Engineering . ............................56
Why Skill Groups?.........................................25
MOS Diver .....................................................56
Skill Group Scores.......................................25
MOS Field Artillery .....................................56
Skill Levels..................................................25
MOS Infantryman/Rifleman . .........................56
Specialties.....................................................26
MOS Intelligence .........................................56
Types..............................................................27
MOS Law Enforcement .................................56
See Skill Levels Table 7..............................27
MOS Maintenance .........................................57
Buying Skills.................................................27
MOS Medical .................................................57
Skill List.......................................................27
MOS NBC . ......................................................57
Skill Descriptions......................................... 28
MOS Pilot ......................................................57
Arts & Crafts Skill Group............................28
MOS Signals . ................................................57
Athletics Skill Group..................................28
Mountain Warfare College ..........................57
Rappelling.....................................................29
NCO School ...................................................57
Communication Skill Group...........................30
Officer Candidate School.............................57
Covert Skill Group.......................................32
SERE . ............................................................57
Education Skill Group..................................33
Urban Warfare College ...............................57
Enterprise Skill Group................................34
Focus Skill Group.........................................35 Chapter Four: Equipment.........................58
Heavy Weapons Skill Group..........................37 Personal Equipment....................................... 58
Investigation Skill Group.............................37 Hazmat Suit ..................................................58
Medical Skill Group......................................38 JST Suit.........................................................58
Melee Weapon Skill Group...........................39 M-9 Multipurpose Bayonet System................58
Military Science Skill Group........................39 M-40 Protective Mask....................................58
Nature/Outdoor Skill Group........................40 Modular Lightweight .................................. 58
Performance Skills.......................................41 Load-carrying Equipment System.............. 58
Sciences Skill Group....................................42 Modular Sleeping Bag System......................58
Simple Missile Weapon Skill Group..............43 NBC Suit .......................................................58
Small Arms Skill Group................................43 Night Vision Goggles, AN/PVS7D...................58
Social Skill Group........................................44 Soldier Intercom...........................................58
Sense Deception/Motive................................44
Weapons........................................................... 58 Maverick Anti-Tank Missile...........................72
Claymore .......................................................59 Minigun...........................................................72
Flash-Bang Grenade . ...................................59 Mk.40 Torpedo................................................72
M-120 Mortar.................................................59 Mk 46 Torpedo................................................72
M-1014 Joint Services Combat Shotgun.......59 Mk-83 Bomb....................................................72
M-203 Grenade Launcher..............................61 Mk-84 Bomb....................................................72
M-249 Squad Automatic Weapon (SAW)..........61 Phoenix Long Range Air-to-Air Missile.........72
Stinger Missile..............................................61 Sidewinder.....................................................72
New Vehicles..................................................... 61 Sonar Buoys ..................................................73
Vehicle Speed Conversion Table.............. 63 Sparrow Medium Range Air-to-Air Missile....73
Fixed Wing........................................................ 63 Stinger Air-to-Air missile.............................73
A-10 Thunderbolt .........................................63 Tomahawk Cruise Missile...............................73
AC-130H Gunship ..........................................63 TOW................................................................73
Air Force One . ..............................................63 Requisition.....................................................73
B-2 Spirit.......................................................63 Requisitioning Information........................ 73
B-52 Stratofortress.....................................63 Chapter Five: Actions and Combat.......75
C-2A Greyhound.............................................63 Character Level Actions............................ 75
F-14 Tomcat....................................................63
Taking Actions................................................ 75
F-15 Eagle......................................................64
F-16 Fighting Falcon.....................................64
What Can I Do?............................................... 75
F-18 SuperHornet..........................................64 What Is An Action?........................................ 75
SR-71 Blackbird............................................64 Limitations on Taking Actions.................... 75
Helicopters .................................................... 64 Two Actions (Maximum) Per Turn..................75
AH-1F Cobra Attack Helicopter . .................64 No Impossible Actions...................................75
AH-6 Little Bird............................................65 Declaring Actions.........................................75
AH-64A Apache ..............................................65 Available Actions.......................................... 75
AH-64D Apache Longbow . .............................65 Defensive Actions.........................................75
CH-47 Chinook................................................65 Movement Actions..........................................76
MH-6 Little Bird............................................65 Offensive Actions..........................................76
OH-58D Kiowa Warrior...................................65 Special Actions.............................................78
SH-60 Seahawk...............................................66 Using Skills..................................................... 78
UH-60 Black Hawk.........................................66 When to Roll.................................................78
V-22A Osprey..................................................66 Difficulty Levels and Target Numbers........78
Submersible Ships.......................................... 67 Which Attribute to Use?...............................80
Los Angeles Class .......................................67 Making the Roll............................................81
Seawolf..........................................................67 Effect Numbers.............................................81
Surface Ships.................................................. 67 Contested Skill Rolls..................................81
41 ft. Utility Boat .......................................67 Skill Roll Modifiers.....................................81
Cyclone Class ...............................................67 Which Skills to Use?..................................... 82
Landing Craft, Air Cushioned .................. 67 A Word about Maps and Figures....................83
Landing Craft, Mechanized 6 .......................68 Figures ..................................................83
Landing Craft, Mechanized 8........................68 Maps...............................................................83
Mark 5 Special Operations Craft ................68 Combat.............................................................. 83
Stalwart........................................................68 Combat Turns.................................................84
Tracked Vehicles........................................... 68 Initiative........................................................84
Linebacker (M-6 Bradley)..............................69 Modifying Target Numbers............................84
M-2/A3 Bradley Armored Fighting Vehicle...69 Autofire.........................................................84
BMP-2.............................................................69 Explosions.....................................................86
M1A2 Abrams..................................................69 New Combat options......................................87
M2A2 Bradley................................................69 Air Support ...................................................88
M113A1 Gavin.................................................69 Combat Fatigue..............................................88
M-9 Armored Combat Earthmover..................70 Common Injuries ...........................................88
M-60A1 Armored Vehicle-Launched Bridge . 70 Cover Fire .....................................................88
Crossfire.......................................................88
Multiple Launch Rocket System............... 70
Deadly Firearms . ..........................................88
Paladin M-109A6 Howitzer............................70
Friendly Fire . ...............................................89
Avenger..........................................................71
Horrors of War ............................................89
M-998a2 .........................................................72
Injuries .........................................................89
New Vehicle Weapons.................................. 72
Suppression Fire ..........................................89
.50 Caliber Machinegun................................72
20 mm Cannon.................................................72
Damage.............................................................. 89
Types of Damage............................................89
30 mm Cannon.................................................72
Forms of Damage............................................89
40mm Cannon..................................................72
Wounds and Effects of Damage....................89
70 mm Rockets...............................................72
Recording Damage..........................................90
105mm Cannon................................................72
Healing..........................................................91
AMRAAM..........................................................72
New Conditions..............................................92
Harpoon..........................................................72
Hellfire.........................................................72 The Environment............................................ 94
JDAM...............................................................72 Falling...........................................................94
Asphyxiation and Drowning...........................94 Intelligence .................................................109
The Elements.................................................94 Jungle/Swamp.................................................109
Mechanized ...................................................109
Chapter Six: Vehicle Movement and Medical..........................................................109
Combat...........................................................96 Mountain Warfare ........................................110
Characters in Vehicles............................... 96 Signals...........................................................110
Scale................................................................. 96 Urban Warfare .............................................110
Vehicle Sizes................................................... 96 Experience....................................................... 110
Facing and Firing Arcs................................. 96 Gaining Experience for Small Units............110
Getting Started............................................. 96 Experience from Unit vs. Unit Combat..........110
Vehicle Speed.................................................. 96 Requisitioning Units.....................................110
Declaring Speed............................................97 Combat Example............................................. 110
The Effects of Speed....................................97 Some Elite Units............................................. 111
Driving a Vehicle............................................ 97 Open Content.................................................114
Simple Maneuvers..........................................97 Product identity............................................114
Stunts............................................................97 OPEN GAME LICENSE Version 1.0a ......... 114
Driver Options............................................... 99
Collisions and Ramming.............................. 99
Resolving Collisions.....................................99
Damage to Vehicle Occupants.......................100
Losing Control..............................................100
Hide and Seek.................................................101
Fighting from Vehicles.................................. 101
Vehicle Combat Actions.............................. 101
Crew Quality..................................................101
Attack Options..............................................102
Targeting Occupants.....................................102
Damaging Vehicles.........................................102
Repairing Damage...........................................102
Dogfighting ..................................................102
Indirect Fire .................................................103
Submarine Warfare . .....................................103
Chapter Seven: ABUCS (Mass Combat) 105
Unit Combat..................................................... 105
Unit Quality..................................................... 105
Raw.................................................................105
Green.............................................................105
Inexperienced................................................105
Average..........................................................105
Experienced...................................................105
Elite...............................................................105
Legendary......................................................106
Unit Equipment..............................................106
Special Cases.................................................. 106
Pinned Down . ................................................106
Momentum.......................................................107
Damaging and Destroying Units....................107
Dug In.............................................................107
Strength in numbers.....................................107
Outnumbered.................................................107
Surprise ........................................................107
Mobile............................................................107
Healing Unit Damage ....................................108
Joining a Unit................................................108
Orders............................................................108
Unit Specialties.............................................. 108
Airborne . ......................................................108
Amphibious ....................................................108
Arctic . ..........................................................108
Armor ............................................................108
Aviation .........................................................108
Combat Engineering .....................................108
Field Artillery .............................................109
Flight ...........................................................109
Guerilla.........................................................109
Heavy..............................................................109
Infantry ........................................................109
Combat!

A Military Action Game


Chapter One: Action! System Core Rules

Combat!
Skills
Chapter One: Action! Each character also has skills, which represent the
System Core Rules characters general ability or aptitude in various tasks.
There are skills for arts and crafts, using weapons, and
The Basics even diplomacy. Skills reflect how good your character
In this section we present a quick overview of the most basic is at what he knows.
rules of the game. Skills are also arranged into groups.
Dice Each skill is associated with a specific Attribute
The game rules use three six-sided dice. Its traditional Group. Persuasion, for example, is associated with the
to abbreviate three six-sided dice by writing 3d6. In this Mind Group, whereas the Swords skill is associated
custom, the first number is the number of dice being used (in this with the Body Group.
case 3) and the second number represents the type of dice being When a character attempts a simple task, such as
used (specifically, number of sides they possess), so d6 means walking or opening an unlocked door, the player doesnt
six-sided dice. need to roll dice. When a character attempts an action
Six-sided dice are the common, square-shaped dice that can that has a chance of failure, however, such as attacking
be found in many board games. They can also be purchased in an opponent or maneuvering a vehicle through an
many general department stores, but chances are you have at least obstacle course, the player must make a skill roll.
three of these dice somewhere in your house, in other games. Skill Rolls
There are options to use other numbers and kinds of dice, Skill rolls are used to determine if a character is successful
which are discussed later and in other optional rules. For now all at some attempted action or task.
you need to play the game using the core rules are 3d6three Players decide if they want their character to perform an
six-sided dice. action. An action can be as simple as walking through a door,
The GM which would not require a skill roll. Sometimes there is a level
One member of the group assumes the role of moderator of skill involved in performing the action, however, so the player
and controls the Non-Player Characters (NPCs for short). This may need to make a skill roll for his character. The GM decides
player is known as the Game Master, or GM. whether or not an action requires a skill roll.
In situations when the rules are unclear or need to be applied Attribute + Skill
in a new or unique way, the GM uses his or her best judgment. If the GM determines that a players chosen action requires
The GM also constructs the basics of the game. Basics include a skill roll, the GM determines which Skill and which Attribute
the setting, theme, NPCs and some goals for the players group, (from the Attribute Group associated with the skill) apply to the
normally called a Team, but also referred to as a Unit, Troupe, or task.
Group. Well talk more about what makes a good Game Master If a character attempts to shoot an opponent with a handgun,
later in this book. the player must make a Pistols skill roll. Because the Pistols skill
Players and Characters is associated with the Body Group, the GM must choose Strength,
Each player has a fictional character, called a Player Reflexes, or Health as the attribute that the player uses with the
Character (or PC), a made-up person that the player will use Pistols skill. The logical choice is Reflexes, the Aptitude Attribute
during the game. The player chooses what his character does and for the Body Group.
says during the game. Difficulty Levels and Target
Think of the player as an actor, and the PC as a role that the Numbers
actor is playing in a movie or play. The GM then determines the Difficulty Level (or DL)
Attributes & Skills of the action being attempted. Each Difficulty Level has an
Each character has attributes and skills that represent the associated Target Number (abbreviated as TN; see the Difficulty
characters personal ability or aptitude in various areas or for and Target Number Chart). The more difficult the action being
performing certain tasks. attempted is, the greater the Difficulty Level and the higher the
Each attribute and skill has a numerical score. This score Target Number.
tells you how strong or proficient the character is in that area. The Target Number is the number that the player must
Most characters will have scores from 1 to 10, which represents meet or beat when making a dice roll in order for the task to
the normal human range of ability. While some military games be successful. A Target Number of 18 would be shown as (TN
will include specially augmented characters or aliens that could 18).
go higher than 10, the GM should consider 10 to the maximum Making the Roll
for a normal human character (even with superior training from To make a skill roll, a player rolls 3d6 and adds his
their military service). characters attribute and skill scores to the number rolled on the
Attributes dice. If this new total is equal to or more than the Target Number,
There are six attributes, which are arranged in two groups: the attempted action is successful. If the total is lower than the
Body and Mind. Target Number, the attempt fails.
Each group contains a Power Attribute, an Aptitude Attribute Attribute Rolls
and a Resistance Attribute. Attribute rolls are made much the same as skill rolls, with


Chapter One: Action! System Core Rules
Combat! the GM determining a Difficulty Level and assigning a
Target Number. The difference is that instead of adding
an attribute score to a skill score, the player simply
doubles the characters attribute score and then adds
that number to the dice roll.
Johns character has a Reflexes score of 4. The GM
tells John to make a Difficult attribute roll (TN 21) using
his characters Reflexes. John doubles his characters
Reflexes score (4) for a total of 8. He then rolls 3d6, and
gets 13. Because 13 plus 8 equals 21, Johns characters
attribute roll is successful.
Damage
If a character suffers injury, such as from being
hit by a weapon or falling into a pit, damage points
represent the injury. Damage points are subtracted from
the characters Life Points. When a characters Life
Points are reduced to 0, the character is dying.
Campaign Level
This game is based upon the portrayal of military characters;
the two levels of a campaign for this genre are Realistic and
Cinematic.
Realistic
Realistic games are those in which the player characters are
life-like, everyday heroes. For example, the characters may be
street cops, investigators of the occult or otherworldly horrors, or
soldiers in World War II.
Realistic games typically involve real-world situations (and
their aftereffects) faced by everyday heroes. Because characters
are not as capable of physically handling devastating encounters
and traumatic events as cinematic or heroic characters, Realistic
games tend to involve more roleplaying than combat and action,
though this neednt be the case for all games. If elements of the
fantastic are present in the game setting, they are usually obscure
and mysterious and beyond the grasp of the PCs. For example,
while many people may believe that magic and miracles are real,
there is generally no way to scientifically prove so.
Cinematic
Cinematic games are those in which the player characters
are larger-than-life action heroes such as those found in fantasy,
science fiction and action stories. The characters may be
maverick cops (such as the characters portrayed in many police-
oriented dramatic and action films and television programs),
unlikely but capable heroes, avenging do-gooders and battlers of
evil, Japanese chanbara (sword fight film) heroes, or heroes in a
science fiction setting or fantasy setting.
Cinematic games typically involve lots of high-action and
plausible, albeit unlikely, situations. The heroes tend to be highly
capable, as do the major antagonists. Minor enemies (henchmen,
flunkies, goons, mooks, etc.) are dangerous and numerous, but
not as skilled as the heroes. Cinematic games tend to involve as
much role-playing as they do combat and action.


Chapter Two: Characters

Combat!
characters INT, the brighter and more perceptive he is.
Chapter Two: Characters An INT of 0 represents a complete lack of intelligence
Character creation consists of spending Character Points and thought (e.g., brain death or an inanimate object).
(CP) amongst Attributes, Traits and Skills, and selecting what Will (WIL)
(if any) allegiances your character holds. All of these aspects Will (abbreviated WIL) is the Resistance attribute
together will greatly determine the characters abilities and how for the Mind Group. WIL reflects the characters mental
others will interact with the character in the game world. strength, ego, and force of conviction. The higher a
Attributes characters Will, the greater his resolve, focus, and level
Attributes are scores that reflect the characters basic of concentration. A WIL of 0 represents no resistance
physical and mental abilities. In short, the core attributes define to emotional influence and/or a complete lack of self-
the characters body and mind. awareness (e.g., an automaton, robot or zombie).
Body Group Attribute Scores
The three attributes that define a characters body or All attributes are based on a scale of one to ten (1-
physical being are Health, Strength, and Reflexes. 10), denoting the normal human levels of possibility.
Strength (STR) The higher an attribute score the better the character
Strength (abbreviated STR) is the Power attribute for the is in that area. For example, a character with a Strength
Body Group. STR represents raw physical prowess, including of 3 is average, whereas a character with a Strength of 1
the ability to lift, push and otherwise exert force. is roughly equivalent to an infant or small animal.
The total weight that a character can lift to waist level A score of 9 or 10 represents the pinnacle of human
without moving (i.e., dead lift) is shown on the Basic STR Table. achievement. It should be rare to encounter someone with an
A character is able to carry (lift and move) weight equal to half his attribute or skill at this level (at least among NPCs), and such a
lift capacity. A character can drag or pull twice his lift capacity. person may be well-known for his ability.
Toms character has a STR of 7 (he is very strong). He can For example, a strength score of 9 could represent the
dead lift 250 kilograms (about 550 pounds), he can carry 125 strength of an Olympic weight-lifter and an Intellect of 10 could
kilograms (275 pounds), and he can drag or pull up to 500 represent Hawking-like genius.
kilograms (1,100 pounds)! It is assumed that in a military campaign, that no human
character will have any attribute scores above 10 (it is rare to
Reflexes (REF)
even have a single score of 10).
Reflexes (abbreviated REF) is the Aptitude attribute for
A score of 0 means the character has absolutely no capability
the Body Group. REF covers the characters agility, coordination,
in that area. Generally, if a characters attribute drops to 0 for any
reaction, and overall speed. The higher a characters REF, the
reason, the character is completely impotent in that area.
more dexterous and agile he is, and the better his sense of balance
is. A REF of 0 represents total lack of control over ones muscles Buying Attributes
and movement (e.g., severe palsy or total paralysis). Each player gets Character Points to build his character.
Health (HLT) While each GM can determine the amount of Character Points
is appropriate for a specific campaign, the recommended starting
Health (abbreviated HLT) is the Resistance attribute for
Character Points are as follows:
the Body Group. HLT reflects the characters overall constitution,
general health, resistance to disease, and overall fitness. The Realistic Campaign: 230
higher a characters health, the more resistant he is to illness and Cinematic Campaign: 315
physiological degradation and injury. A HLT of 0 represents an Players spend these points on the attributes, traits, benefits
absence of life (i.e., death). and skills.
Mind Group Characters have numerical scores that define their basic
The three attributes that define the characters mind or capabilities, called Attributes. Each character can also have
mental and emotional being are Presence, Intellect, and Will. traits, benefits, and skills. These are described in detail later in
their own sections.
Presence (PRE)
Attributes cost 10 Character Points for each level in an
Presence (abbreviated PRE) is the Power attribute
attribute. Buying a STR of 5 for a starting character, for instance,
for the Mind Group. PRE represents the characters general
has a cost of 50 Character Points.
personality, charm, charisma, and innate persuasiveness. The
higher a characters PRE, the more influential he can be. A PRE Attributes can be improved after character creation by
of 0 represents a total lack of personality, charisma, and emotion spending Experience Points (see the section on Experience). To
(e.g., a brick or a wall). This attribute is important to a characters increase an attribute by one level costs 5 times the new level in
ability to instill confidence in others (very important while in experience points.
command of troops). Tom wants to increase his characters current STR from 3
to 4. It will cost 4 x 5 = 20 experience points to increase Toms
Intellect (INT) characters STR to 4.
Intellect (abbreviated INT) is the Aptitude attribute for
the Mind Group. INT represents the sharpness of the characters Maximum Attribute Scores
mind, clarity of thought and overall alertness. The higher a The recommended maximum score for any attribute depends
on the campaign level of the game (See the Maximum Attribute


Chapter Two: Characters
Combat! Score Table). Players may purchase up to the maximum
score for any primary attribute.
Jim is creating a character for a Realistic level
In cases of a tie, the character with the higher INT goes first.
If both characters have the same INT, then the characters act
simultaneously.
game, with a maximum characteristic score of76. Jim For more information about how Initiative works, see the
buys a REF score of 5 for his character and also buys section on Combat.
the Physical Advantage trait and defines it as providing Initiative may be increased at a cost of 3 Character Points
a +2 REF bonus to his character. This makes the for each additional point of Initiative. A characters Initiative
characters effective REF score a 7 (the maximum for score may not exceed 10 in Realistic-level games, though it may
the campaign). See Table 1 be as high as 15 in Cinematic level games.
Toughness (TGH)
Table 1 Toughness (abbreviated as TGH) represents a characters
resistance to blunt force damage, such as from a punch, a baseball
Campaign Level Suggested Attribute Maximum bat, or auto collision.
Realistic 7 A characters starting TGH equals (STR + WIL)/2, rounding
up.
Cinematic 10 When a character suffers damage from a pummeling,
bashing, or blunt attack, subtract the characters TGH score from
Derived Attributes the damage, and then subtract the remaining damage (if any)
There are also a few special attributes. They are not assigned from the characters Life points (see Life, below). If a character
points during character creation like the Mind and Body attributes. suffers an amount of damage that does not exceed his TGH
Instead, the following attributes are derived from attributes in the score, he suffers no loss of Life; he has completely shrugged off
Body or Mind Group. the attack.
Derived attributes are Defensive Target Number, Initiative, For example, Sergeant Nelson has a Health of 4 and a
Toughness, Life, and Move. Toughness of 8. In a fist-fight with a bad guy, Sgt. Nelson is hit
by his opponent, and the GM rolls 19 points of damage. Player
Some special attributes can have scores higher than 10;
Albert subtracts Sgt. Nelsons Toughness of 8 from the damage,
derived attributes are not necessarily scaled the same as a
leaving 11 points of damage.
characters attributes, such as STR, INT or REF.
Toughness may also be used to decrease the damage suffered
Derived attributes can be increased using Character Points.
from some forms of Special Damage at the GMs discretion (see
The cost for increasing each Derived Attribute above its base
Damage).
score is given in the description.
Toughness may be increased at a cost of 5 Character Points
Defensive Target Number (DEF) for each additional point of Toughness. A characters Toughness
A characters Defensive Target Number (abbreviated DEF) score may not exceed 10 in Realistic level games, though it may
represents how difficult it is to successfully hit the character in reach 15 in Cinematic level games.
combat. DEF becomes the base Target Number (TN) needed for
any skill rolls made to hit the character in combat, for hand-to-
Life (LIF)
hand, melee and ranged attacks. A characters DEF score may be Life (abbreviated as LIF) points are used to keep track of
modified up or down for variables such as distance, armor (heavy damage a character suffers during an adventure. Any time a
armor lowers a characters effective REF) and so on. character suffers damage, he temporarily loses a number of Life
points equal to the points of damage inflicted.
A characters DEF equals his REF + 10.
A characters LIF points equal (HLT x 3) + (WIL x 2).
For example, Mikes character, Arelius, has a REF of 7. His
REF+10 gives him a DEF of 17, so any characters that attempt Continuing from the example above, Sgt. Nelson has a Health
to attack Arelius must roll against a Target Number of 17. of 3 and a Willpower of 5, so he has 9 + 10 = 19 Life points.
Albert subtracts the 11 points of damage from his characters
The Defensive Target Number may be increased at a cost of
Life points. After getting punched, Sgt. Nelson has 8 Life points
5 Character Points for each additional point of DEF. A characters
left.
DEF score may not exceed 20 in Realistic-level games, though it
may be as high as 30 in Cinematic level games. Stunning and deadly damage are both subtracted from a
characters LIF (see Damage). When a character reaches 0 LIF
If a character is caught off guard (by surprise), then that
from lethal damage, they are dying. If a character suffers combined
characters DEF is 10 (they lose their REF) for the surprise
stunning and deadly damage that exceeds the characters LIF, the
attack.
character is unconscious but not dying.
Initiative (INI) Sgt. Nelson has 19 LIF points. He has suffered 11 points of
Initiative (abbreviated INI) represents how quickly a stunning damage from a punch and then a short time later he
character can act in a turn. is shot (Sams had a hard day) and suffers 8 points of deadly
A characters Initiative equals his (REF + INT)/2, rounding damage. Nelson has suffered 11 points of stunning damage and
up. At the beginning of each turn of combat (or any other time the 8 points of deadly damage, for a total of 19 points of damage,
GM calls for the players to determine initiative), each player rolls bringing his current LIF points to 0. He is unconscious. Until he
1d6 and adds the number rolled to his characters INI score. regains some of his LIF points back (either from healing, medical
The character with the highest INI total acts first in a turn. aid or other means) he will remain unconscious.


Chapter Two: Characters

Combat!
A character may also be stunned or knocked unconscious character may have no allegiances (being either a free
by one mighty blow. Any time characters suffer an amount of spirit or a lone wolf) or may change allegiances as he or
damage from a single event or attack that exceeds half their LIF she goes through life. Also, just because the character
score (round up), after subtracting TGH (if applicable), they are fits into a certain category of people doesnt mean the
stunned. A stunned characters STR, REF, PRE, and INT all drop character has to have that category as an allegiance.
to 0 for as long as the character is stunned. In addition, stunned If the character acts in a way that is detrimental
characters lose their next action, which is spent recovering to his or her allegiance, the GM may choose to strip
from being stunned. On the subsequent turn, the character has the character of that allegiance (and all its benefits) and
recovered and may act normally. assign an allegiance more suitable to those actions.
If a character has not yet acted in the turn in which he is Pledging Allegiance
stunned, he loses his action for that turn but may act normally A heros allegiance can take the form of loyalty
on the next (second) turn. If a character has acted in the turn in to a person, to an organization, to a belief system, to a
which he is stunned, he loses his action for the next (second) turn nation, or to an ethical or moral philosophy. In general, a
and may act normally on the following (third) turn. character can discard an allegiance at any time, but may
Kyles character has 20 LIF points and a TGH of 5. He is only gain a new allegiance with GM approval. Taking a
hit by a punch for 17 points of blunt damage. Kyle subtracts his new allegiance should not be trivial and should be role-
characters TGH from the damage, leaving 12 points of damage. played out in the choices a character makes.
Because 12 is more than half his characters LIF, Kyles character Allegiances include, but are not limited to, the
is stunned for one turn. following examples.
At the GMs discretion, a stunned character may go Person or Group: This includes a leader or superior, a family,
completely limp, fall down, or otherwise lose the ability to a group of linked individuals (such as a cell of secret agents), or
maintain his current action (for example, hold a rope, stay in the a discrete unit within a larger organization (such as members of
saddle, etc). A stunned character has a base DEF of 10, with no the characters squad or platoon, or individuals whose safety the
bonus for REF. character is responsible for).
Life may be increased at a cost of 2 Character Points for Organization: This may be a company or corporation, a
each additional point of Life. A characters Life score may not gathering of like-minded individuals, a fraternal brotherhood, a
exceed 50 in Realistic-level games, though it may be as high as secret society, a branch of the armed forces, a local, state, or
75 Cinematic level games. national government, a university, an employer, or an otherwise
Move (MOV) established authority.
Move (abbreviated as MOV) represents the distance a Nation: This may or may not be the nation that the hero
character can move in a single action. A character may move up currently resides in. It may be where the individual was born, or
to his MOV in meters each turn, as a normal Move action or, if where the hero resides after emigrating to a new home.
running, up to 2x his MOV in meters per turn. A character may Belief System: This is usually a particular faith or religion,
also sprint, moving up to 3x his MOV in meters per turn, but a but can also be a specific philosophy or school of thought. Belief
character can only sprint for a maximum number of turns equal systems could also include political beliefs or philosophical
to his HLT, after which time he must rest for one minute for each outlooks.
turn spent sprinting (see Taking Actions). Ethical Philosophy: This describes how one feels about
A characters MOV is REF + (STR+HLT)/2, rounding up. order, as represented by law and chaos. An individual with a
Albert is playing in a Special Tactical Assault Team (STAT) lawful outlook tends to tell the truth, keep his or her word, respect
game. His character, Sgt. Nelson, a tough-guy NCO with a authority, and honor tradition, and he or she expects others to do
propensity to get into fights while in town, has a REF of 6, a likewise. An individual with a chaotic outlook tends to follow his
HLT of 5 and a STR of 4. Albert averages his characters STR or her instincts and whims, favor new ideas and experiences, and
+ HLT and gets 5. Then he adds his REF of 6, for a total MOV behave in a subjective and open manner in dealings with others.
of 11. Sgt. Nelson can move up to 11 meters each turn normally Moral Philosophy: This describes ones attitude toward
(the equivalent of 13.2 kph or 7.8 mph) or 22 meters per turn others, as represented by good and evil. An individual with a
when running (26.4 kph or 15.5 mph), and he can sprint for up good allegiance tends to protect innocent life. This belief implies
to 6 turns at a speed of 33 meters per turn (about 40 kph or 23 altruism, respect for life, and a concern for the dignity of other
mph)! creatures. An evil allegiance shows a willingness to hurt, oppress,
Move may be increased at a cost of 5 Character Points for and kill others, and to debase or destroy innocent life.
each additional point of MOV. A characters MOV score may Allegiances and Influence
not exceed 10 in Realistic-level games, though it may reach 15
An allegiance can create an empathic bond with others of
Cinematic level games. See Table 2
the same allegiance. With the GMs permission, the character
ALLEGIANCES gains a +2 bonus on Presence-based skill rolls when dealing with
A character may have up to three allegiances, listed in order someone of the same allegianceas long as the character has
from most important to least important. These allegiances are had some interaction with the other character to discover the
indications of what the character values in life, and may encompass connections that would bring the bonus into play.
people, organizations, or ideals (for example, the Security The GM may also restrict some advantages or professions/
Clearance advantages require an allegiance to ones country). A MOSs to people of certain allegiances (such as the requirement


Chapter Two: Characters
Combat! of allegiance to ones nation for a security clearance).
Traits
Mov KPH
Table 2
MPH Example
Any time a situation occurs in a game that is
covered by a characters trait, it automatically comes 1 1.2 0.7
into play and will affect the character, influencing his 2 2.4 1.4 Leisurely walk
behavior or actions, or otherwise limiting or expanding 3 3.6 2.1
that characters choice of actions. 4 4.8 2.8 Average Walk
There are two basic types of traits: Advantages and
5 6.0 3.5 M113 Water Speed
Disadvantages.
6 7.2 4.2 Brisk Walk
Advantages 7 8.4 4.9 Power Walk
Advantages provide some benefit to the character
8 9.6 5.6 Jog
in the game and thus cost points to purchase when the
9 10.8 6.3 Run 9 minute mile
character is created.
10 12.0 7.0
Most Advantages have a related and opposite
Disadvantage. A player may not buy an Advantage that is 11 13.2 7.7
the opposite of a Disadvantage that his character already 12 14.4 8.4
possesses without special permission from the GM. 13 15.6 9.1
Many Advantages have a mixture of positive and 14 16.8 9.8 Run 6 minute mile
negative effects on the character, and this should be reflected 15 18.0 10.5
in game play. For example, a character that is well connected 16 19.2 11.2
can enjoy those benefits easily enough, but he is likely to raise
17 20.4 11.9 Run 5 minute mile
suspicion if he advances in rank too quickly or seems to get
18 21.6 12.6
preferential treatment. It is up to the GM to weigh the pros and
cons of each benefit and, in the appropriate game circumstances, 19 22.8 13.3
introduce them to the game. 20 24.0 14.0
21 25.2 14.7
22 26.4 15.4 Run 4 minute mile
23 27.6 16.1
24 28.8 16.8
25 30.0 17.5
26 31.2 18.2
27 32.4 18.9
28 33.6 19.6
29 34.8 20.3
30 36.0 21.0
31 37.2 21.7
32 38.4 22.4
33 39.6 23.1
34 40.8 23.8 Attack Submarine
35 42.0 24.5
36 43.2 25.2

An important consideration to remember is that normally


skills have a maximum level of 10. This does not include the
bonus from Advantages. So, if a character has a skill of 7 and
purchases an Advantage that grants a +5 to it, then their effective
skill level is 12 when the Advantage is in effect.
Advantages cost 2, 5, or 10 points. These are bought
during character creation when an Advantage is selected, using
Character Points. The point cost of an Advantage is determined
by its usefulness or level of benefit to the character in the game.
A convenience, impacting or benefiting the character slightly or
providing a bonus of +3 to one or more skill rolls (see Using
Skills), costs 2 points. An edge, having a moderate to strong
impact on a character or providing a bonus of +6 to one or more
skill rolls, costs 5 points. A gift, which has a significant positive


Chapter Two: Characters

Combat!
impact on the character or provides a bonus of +9 to one or more (or CS) for the trait. This is the target number that the
skill rolls, costs 10 points. See Table 3 player must match for the character to overcome the
trait if/when it comes up during play. If a player wants
his character to do something that contradicts the limits
Table 3 described for the trait, the player must make a control
roll for the trait. The higher the control number, the more
Description Cost Effect difficult it is for the character to control or overcome the
Convenience 2 Points
Slight; +3 on one or more skill trait.
rolls To make a control roll, the player rolls 3d6. The
Edge 5 Points
Moderate-strong; +6 on one or roll must be equal to or greater than the control score
more skill rolls for the trait.
Significant; +9 to one or more The control score for inconveniences is 5. The
Gift 10 Points
skill rolls control score for hardships is 10. The control score for
perils is 15.

Disadvantages Table 5
Disadvantages are situations or conditionspsychological,
physical, social or spiritualthat present obstacles or hindrances Level of Disadvantage Control Score
to the character. Most Disadvantages have a related and opposite Inconvenience 5
Advantage. A player may not take a Disadvantage that is the
opposite of an Advantage that his character already possesses Hardship 10
without special permission from the GM. Peril 15
Like Advantages, many Disadvantages have a mixture of
positive and negative effects on the character, and this should Buying Traits
be reflected in game play. It is up to the GM to weigh the pros Advantages are purchased with the pool of Character Points
and cons of each Disadvantage and, under the appropriate game available for skills (see Buying Skills) or with Experience Points
circumstances, introduce them to the game. (for traits the GM rules are developed traits). The cost (for
Because Disadvantages provide obstacles or hindrances to Advantages) or the value (points gained for Disadvantages) is
the character during play, they provide points rather than costing listed in the description of each.
points. Disadvantages are worth 2, 5 or 10 points to the character. Characters can buy innate traits only during character
These are gained during character creation when a challenging creation, except with the permission of the GM.
trait is selected. These extra points may be spent just like regular Detailed descriptions of each trait are listed below.
character pointsto buy or increase skills, buy Advantages or to
increase an attribute (as long as the rules for maximum starting Advantages
levels are adhered to). Acute Sense
Severity or impact on the character in the game determines One of the characters senses is sharper than normal and
the number of points gained for a challenging trait. An receives a bonus on all Awareness skill rolls, as well as other
inconvenience, impacting or hindering the character slightly or skill rolls involving that sense (GMs discretion). This Trait may
incurring a penalty of -3 to one or more skill rolls (see Using be purchased for each of the following senseshearing, sight,
Skills), is worth 2 points. A hardship, having a moderate to strong smell/taste (counts as one sense), and touch.
impact on a character or incurring a penalty of -6 to one or more The opposite of this trait is the Impaired Sense
skill rolls, is worth 5 points. A peril, which has a significant or disadvantage.
severe impact on the character or incurs a penalty of -9 to one or The characters bonus to skill rolls involving the acute sense
more skill rolls, is worth 10 points. See Table 4 is:
Convenience (2): +3
Table 4 Edge (5): +6
Gift (10): +9
Description Value Effect Air Traffic Control Expert
Slight; CS 5; -3 to one or more Your character is a trained aviation specialist. Your character
Inconvenience 2 Points
skill rolls automatically gains an understanding of terminology and policies
Moderate-strong; CS 10; -6 to
Hardship 5 Points (of your characters service) governing air traffic control
one or more skill rolls
Convenience: Your character gains a +1 bonus on Air Traffic
Significant; CS 15; -9 to one or
Peril 10 Points
more skill rolls
Control and Communications Operation skill rolls.
Edge: Your character gains a +3 bonus on Air Traffic Control,
and a +2 bonus to Communications Operations skill rolls.
Control Rolls Gift: Your character gains a +5 bonus on Air Traffic Control,
Some Disadvantages (such as mental and some social traits) and a +3 bonus to Communications Operations Skill.
have a score associated with them. This is the Control Score


Chapter Two: Characters
Combat! Ally
Allies are people or forces that are willing to aid,
defend or otherwise assist the character. An ally can be
antithesis, your character gain a +3 to hit and damage, and a +1 to
any skill roll that deals with opposing your characters antithesis.
Your character gain a +2 to knowledge of your characters
an individual (such as a contact within an organization, antithesis group. Your character will not willingly deal with your
confidential informant, and so on), a small group, characters antithesis, and when your character must deal with
or even an entire nation. The ally should make sense forces friendly to them, your character is at a 4 on all Presence
for the game campaign or story, however. The player based skill rolls (except Intimidation).
should also define the origin or basis for the ally, even Athletic
if the character himself is unaware of it (role-playing a The character is a natural athlete, gaining a bonus to all
surprise discovery of ones ally and/or the reasons for skill rolls involving sports, athletic pursuits, or personal physical
them being the characters ally can make for a dramatic exertion (GMs discretion).
moment in a game). The opposite of this trait is the Out of Shape disadvantage.
An ally should show up only when requested or The characters bonus to skill rolls involving sports or
when needed (GMs discretion). If the character calls athletic pursuits is:
upon the ally in advance, the ally will provide whatever Convenience (2): +3 with all Athletic Group skills
assistance he can. No roll is necessary; if aid is requested Edge (5): +6 with all Athletic Group skills
and the ally can provide it, he generally will. Of course, Gift (10): +9 with all Athletic Group skills
there are circumstances when an ally would not supply
the requested aid, but this should not be the norm and Attractive
is at GM discretion. This aid may be in the form of financial The character is exceptionally attractive and others take
assistance, special equipment, or direct assistance from the ally notice, to the characters advantage. An attractive person receives
personally. a bonus on all skill rolls involving situations in which his or her
The opposite of this trait is the Enemy disadvantage. feature is important (GMs discretion).
Overall, your ally is: This is a developed trait by default, because people can
alter their features through their life (losing weight if obese,
Convenience (2): Less powerful than you, able to
undergoing cosmetic surgery, chemically altering their smell,
provide minor assistance, or is limited to a relatively small
getting rid of a bad skin condition, and the like), either through
geographic area
surgery, hard work or other mutation. In addition, this trait
Edge (5): As powerful as you, able to provide moderate
could impose a penalty to skill rolls in certain situations, such
assistance, or is limited to a county, province, or region
as attempting to persuade someone that might be turned off or
Gift (10): More powerful than you, able to provide
threatened by the good looks.
major assistance, or has access to powerful weapons, or other
The opposite of this trait is the Unattractive disadvantage.
resources
The characters bonus to skill rolls involving situations in
Ambidextrous which his/her appearance is important is:
Using your off hand normally incurs a -3 penalty to the Convenience (2): +3
characters skill roll (see Off Handed). Ambidextrous characters Edge (5): +6
can use the off hand with a reduced penalty or no penalty at all, Gift (10): +9
depending on the level of the trait.
The opposite of this trait is the Bad Hands disadvantage. Block
The character is able to use his off hand at: Your character has mastered the basic art of intercepting
incoming melee attacks.
Convenience (2): Only a -1 penalty
Prerequisite: Character must have Commando Training
Edge (5): No penalty
Advantage.
Antithesis Convenience: If your character is hit in melee combat,
Your character has a deep hatred for one group. GM your character may make an attack roll of your characters own
permission is required before taking this advantage more than to attempt to block the attack. If your characters attack roll is
once. higher than the attack that hit your character, the attack is treated
Convenience: When your character is combating your as a miss. Your character may only use this ability against melee
characters antithesis, your character gain an additional +1 to weapons if your character is armed. This ability does not grant
hit and damage. Your character will not willingly deal with your your character more attacks than your character is normally
characters antithesis, and when your character must deal with entitled to.
forces friendly to them, your character is at a 2 on all Presence Edge: Same as Convenience, except that your character is at
based skill rolls (except Intimidation). +1 to block, and can block once per turn without it costing your
Edge: When your character is combating your characters character an attack
antithesis, your character gain a +2 to hit and damage. Your Gift: Same as Convenience, except that your character is
character will not willingly deal with your characters antithesis, at +2 to block, and can attempt two blocks per turn without it
and when your character must deal with forces friendly to them, costing your character an attack.
your character is at a 3 on all Presence based skill rolls (except Normal: Any character may attempt to Block attacks, as above,
Intimidation). at 2 to hit for the opposed attacks roll.
Gift: When your character is combating your characters


Chapter Two: Characters

Combat!
Box Ears similar acts.
A dirty tactic, your character slaps your characters targets The opposite of this trait is the Honest
ears, causing damage by forcing air into the fragile inner ear. disadvantage.
Prerequisite: Commando Training The characters skill rolls are at:
Convenience: The attack does damage equal to your Convenience (2): +3
characters STR score. The target of this attack must then make Edge (5): +6
a HLT Roll (TN 12). If the roll is successful, the target is dazed, Gift (10): +9
otherwise the target is deafened for 1 round. Conviction
Edge: The attack does damage equal to STR of attacker +1. Your character has a cause that your character feels
The target must then make a HLT Roll (TN 15). If the roll is strongly about, and would sacrifice greatly to see that
successful, the target is dazed, otherwise the target is deafened cause protected. Honor, Loyalty to Country, and Loyalty
for 2 rounds. to Unit are all popular convictions. The conviction must
Gift: The attack does damage equal to STR of attacker +2. be specified when this is taken.
The target must then make a HLT Roll (TN 18). If the roll is Convenience: When your character is working to
successful, the target is dazed, otherwise the target is deafened support your characters conviction, your character gain
for 4 rounds. a +1 to hit and a +1 to all Attribute Rolls.
Choke Hold Edge: When your character is working to support
Your character has received advanced training in choking your characters conviction, your character gain a +2 to
your characters target, either as a means of subduing him, or hit and a +1 to all Attribute Rolls.
quietly eliminating him. Gift: When your character is working to support your
Prerequisite: Commando Training. characters conviction, your character gain a +2 to hit, a +2 to
Convenience: Your character can temporarily cut off the Attribute Rolls, and a +1 to Skill Rolls.
airflow of the target. Target must make a HLT Roll (TN 10 plus Cool Headed
attackers STR score) or pass out for one round. The character keeps a cool head under moments of stress
Edge: Your character can temporarily cut off airflow of the or intense emotion. Under such circumstances, the character
target. Target must make a HLT Roll (TN 13 plus attackers STR receives a bonus to offset any penalties or increased difficulty
score) or pass out for 2 rounds. for any skill rolls due to stress, distraction, or intense emotions
Gift: Your character can temporarily cut off airflow of the such as anger or fear. The level of the trait dictates the bonus
target. Target must make a HLT Roll (TN 16 plus attackers STR provided the character.
score) or pass out for 3 rounds. The opposite of this trait is the Bad Tempered
Combat Pilot disadvantage.
Your character has been taught how to fly aircraft for the The bonus the character receives is:
purpose of combat. Convenience (2): +3
Convenience: Your character gains a +1 on Pilot and +1 Edge (5): +6
Tactics (Air Combat) skill rolls. Gift (10): +9
Edge: Your character gains a +2 to Pilot and Tactics (Air) Cover Fire
skill rolls, and +1 Initiative in Air Combat. Your character is highly skilled at providing cover fire.
Gift: Your character gains a +3 to Pilot and Tactics (Air) Convenience: Your character is +2 to hit when providing
skill rolls, and a +2 Initiative in Air Combat. cover fire
Commando Training Edge: Your character is +4 to hit when providing cover fire
This fighting style represents the advanced combat training Gifted: Your character is +6 to hit when providing cover
given to Special Forces personnel around the world. There are as fire
many variations on this style as there are militaries to teach it. Cryptographer
Convenience: Access to skills requiring Commando Your character is skilled in electronic and physical methods
Training (your character can now purchase those martial arts of keeping secrets secret.
maneuvers requiring Commando Training). Convenience: When your character is sending a message
Edge: Access to skills requiring Commando Training. +1 to that someone else is attempting to intercept, the TN on their skill
Hide and Stealth Skill rolls. +1 to Initiative in unarmed or melee roll is increased by 2.
combat. Edge: When your character is sending a message that
Gift: Access to skills requiring Command Training. +2 to someone else is attempting to intercept, the TN on their skill roll
Hide and Stealth Skill Rolls. +2 to Initiative in unarmed or melee is increased by 4.
combat. Gift: When your character is sending a message that
Con Artist someone else is attempting to intercept, the TN on their skill roll
The character is very believable and is an effective confidence is increased by 6.
man, gaining a bonus to all skill rolls involving persuasion, Desk Jockey
misleading, bluffing, or convincing others of something (whether Your character hasnt seen a lot of combat (not yet anyway),
true or not). It does not provide a bonus for forgery or other


Chapter Two: Characters
Combat! but know the ins and outs of the military way. Regular
military personnel tend to refer to characters with this
advantage as REMFs (Rear Echelon Mother Fucker).
per month.
Edge: Your character gains a +2 bonus to all Intimidate skill
rolls. Units trained by your character gain 2 XP per month.
Convenience: Your character gains a +1 on Gift: Your character gains a +3 bonus to all Intimidate skill
Requisition checks. rolls. Units trained by your character gain 3 XP per month.
Edge: Your character gains a +3 on Requisition Eidetic Memory
checks. The character has a near-photographic memory and retains
Gift: Your character gains a +5 on Requisition much more information than the average person. The character
checks rarely forgets anything he sees, hears, or reads. In addition, the
Danger Sense character receives a bonus on any skill rolls involving memory
The character has a preternatural sense of danger (at GMs discretion).
to themselves only. This can represent a mystic sense, The opposite of this trait is the Forgetful disadvantage.
street smarts, zanshin, or whatever the player wants it The character can recall:
to represent. Whenever that character is in immediate Convenience (2): Important details; +3 bonus to appropriate
danger (such as walking into an ambush), the GM skill rolls
makes a secret WIL + Intuition roll for that character. Edge (5): Minor details; +6 bonus to appropriate skill rolls
The difficulty of the roll depends on the level of the trait. Gift (10): Trivial details; +9 bonus to appropriate skill rolls
If the roll is successful, the character becomes aware of
Electronic Warfare
the danger, though some details may remain a mystery. Once
Your character is an expert in the most sophisticated modern
aware of the danger, the character gets one free turn to perform
warfare techniques.
one or more actions and has no penalty for surprise.
Convenience: Your character gain a +1 on Jamming, Signal
If the effect number of the characters WIL+ Intuition roll
Interception, and Signal Triangulation skill rolls.
is 6 or higher, the character knows the precise direction and
the general distance of the threat. If the effect number is 12 or Edge: Your character gain a +2 on Jamming, Signal
more, the character knows the precise distance and nature of the Interception, and Signal Triangulation skill rolls.
threat. Gift: Your character gain a +4 on Jamming, Signal
The opposite of this trait is the Oblivious to Danger Interception, and Signal Triangulation skill rolls
disadvantage. Enemy - one Allegiance
The difficulty and target number needed for the character to Your character has one allegiance or group that your character
sense danger is: detests. Enemy must be identified when this Advantage is taken.
Convenience (2): Challenging (TN 18) Convenience: Your character gain +1 to hit and skill rolls
Edge (5): Tricky (TN 15) when combating your characters Enemy. When your character
Gift (10): Average (TN 12) must deal with your characters enemy peacefully, or when your
character deals with groups allied with your characters enemy,
Drill Instructor
your character take a 2 to all Presence based skills.
Your character is adept at winning friends and influencing
Edge: Your character gain +2 to attack and skill checks
people. All who meet your character, especially those who study
when combating your characters Enemy. When your character
under your characters gentle tutelage, will love your character.
must deal with your characters enemy peacefully, or when your
Convenience: Your character gains a +1 bonus to all
character deal with groups allied with your characters enemy,
Intimidate skill rolls. Units trained by your character gain 1 XP
your character take a 3 to all Presence based skills (except

10
Chapter Two: Characters

Combat!
Intimidate). deeds as individuals (e.g., this man is a Musketeer but
Gift: Your character gain +3 to attack and skill checks that man is Athos!).
when combating your characters Enemy. When your character The player should jot down (or at least have in
must deal with your characters enemy peacefully, or when your mind) the reason for the characters fame. The specific
character deal with groups allied with your characters enemy, effects of Famous are open to interpretation by the GM,
your character take a 4 to all Presence based skills (except and require some discretion.
Intimidate). The Famous trait can be a double-edged sword, but
Esprit de Corps as a rule it is predominantly positive.
Your character eats, lives, breaths, and would die for your The opposite of this trait is the Infamous
characters team. disadvantage.
Convenience: Your character gain +1 to all skill rolls when The character is:
working with your characters team. Convenience (2): A local celebrity, famous in
Edge: Your character gain +2 to all skill rolls when working his unit or military base, gaining a +3 bonus (or a -3
with your characters team. Your character gains a +1 bonus on penalty, depending on the circumstances) to Social skill
all Promotion rolls. rolls when he is recognized
Gift: Your character gain +3 to all skill rolls when working Edge (5): Known throughout the service (with GM
with your characters team. Your character gains a +2 bonus on permission, this can extend to throughout the military)
all Promotion rolls. gaining a +6 bonus (or a -6 penalty) to Social skill
rolls when he is recognized. An example could be a
Evasive Maneuvers
Congressional Medal of Honor winner.
Your character is a hard target to latch onto in aerial
Gift (10): A national or international celebrity (known
dogfights.
outside of the military), gaining a +9 bonus (or a -9 penalty) to
Prerequisite: Combat Pilot.
Social skill rolls when he is recognized. An example could be
Convenience: Your character gain +2 to your characters
General Colin Powell.
skill roll and +1 to Initiative when evading an enemy in aerial
combat. Fast Learner (Skill Group)
Edge: Your character gains a +3 to skill roll and +2 to The character is a quick learner, and is able to retain
Initiative when evading an enemy in aerial combat. knowledge more readily than the average person. A fast learner
Gift: Your character gains a +5 to skill roll and a +3 to can improve any skills from a specific skill group at -1 CP from
Initiative when evading an enemy in aerial combat. the normal cost, and also receives a bonus to skill rolls involving
research, study or instruction on a topic relating to that skill
Eye Gouge group.
Your character goes after your characters targets eyes. The player must choose the skill group to which this
Prerequisite: Commando Training advantage applies when the trait is purchased. This trait may be
Convenience: The target must make a HLT Roll (TN 10 + purchased multiple times, once for each skill group.
attackers Strength) or be blinded for 2 rounds. The opposite of this trait is the Slow Learner disadvantage.
Edge: The target must make a HLT Roll (TN 13 + attackers The characters bonuses to skill rolls involving research,
Strength) or be blinded for 3 rounds. study or instruction are:
Gift: The target of this attack suffers normal punch damage, Convenience (2): +3
and must make a HLT roll (TN 15 + attackers Strength) or be Edge (5): +6
blinded for 4 rounds.
Gift (10): +9
Famous Fast Reflexes
The character has gained fame for some notable deed or
The character has a natural gift for reacting quickly and
deeds. People tend to recognize any famous person when they
gains a bonus to INI (see Initiative) and to any Awareness rolls
see him or when they hear the name. Most people go out of their
to avoid surprise. Characters with a low REF score may take this
way to curry favor with the famous or to avoid getting on their
trait, to reflect generally poor coordination and agility but a fast
bad side.
response time to unexpected events.
A character may be famous for something he did or did not
The opposite of this trait is the Slow Reflexes disadvantage.
do. A reputation, once earned, can be difficult to shed, regardless
The character receives:
of its accuracy.
Convenience (2): +2 to INI and +3 to Awareness rolls to
The level and effects of the characters fame depend on the
avoid surprise.
level of the trait. The chance of someone not recognizing the
Edge (5): +4 to INI and +6 to Awareness rolls to avoid
character on sight (or upon hearing his name) is equal to the
surprise.
Control Score.
Gift (10): +6 to INI and +9 to Awareness rolls to avoid
Note that this is a reputation for the individual character, not
surprise.
for their association with a notable group.
While the Kings Musketeers in France are always recognized Fast Track
as such when they wear the uniform, they are not known as Your character has gained the notice of your characters
individuals unless they gain a reputation for particularly notable superiors and is marked for rapid promotion, either through

11
Chapter Two: Characters
Combat! demonstrating your characters ability to lead, or your
characters ability to brown-nose.
Convenience: Your character may immediately
in formation with this Advantage gain a +6 Defense bonus in
vehicle combat by protecting one another. They also gain a +6
bonus to any roll to Clear Your characters Six piloting rolls.
make a Promotion check roll upon getting this Good Sense of Direction
Advantage. Your character receives a +2 on this and all The character has an instinctive ability to tell direction, even
future Promotion check rolls. if he cannot see. In addition, the character receives a bonus to all
Edge: Your character may immediately make a Athletics, Focus, and Education skill rolls involving navigation
Promotion check roll upon getting this Advantage. Your or direction (GMs discretion).
character receives a +3 on this and all future Promotion The opposite of this trait is the Poor Sense of Direction
check rolls. disadvantage.
Gift: Your character may immediately make a The character always knows:
Promotion check roll upon getting this Advantage. Your Convenience (2): General Direction (e.g., North) and a +3
character receives a +5 on this and all future Promotion to skill rolls involving direction
check rolls. Edge (5): Specific direction (e.g., magnetic North by
Fighter Escort Northwest) and +6 to skill rolls involving direction
As their ability to protect each other in air combat Good Sense of Time
became apparent, strategists also recognized the fighters The character has an innate ability to tell time, even without a
ability to protect larger, more valuable craft. Although clock. The character always knows what time it is with incredible
a vital necessity at times due to the strategic value of larger accuracy.
ships, flying escort with a larger ship is one of the most dangerous
The opposite of this trait is the Poor Sense of Time
jobs a fighter pilot can have.
disadvantage.
Convenience: When leading a fighter escort to protect
The character can innately sense the time of day or night
another aircraft, the protected aircraft gains a +1 Defense bonus
to:
for each fighter performing the escort under this characters
Convenience (2): The hour
command.
Edge (5): The half-hour
Edge: When leading a fighter escort to protect another
Gift (10): Minute
aircraft, the protected aircraft gains a +2 Defense bonus for each
fighter performing the escort under this characters command. Grenadier
Gift: When leading a fighter escort to protect another aircraft, Your character is skilled at using grenades and grenade
the protected aircraft gains a +3 Defense bonus for each fighter launchers in combat.
performing the escort under this characters command. Convenience: Your character gain a +1 bonus to hit and a
+25% range bonus to all grenade attacks, whether thrown or with
Fixed-Wing Vehicle Weapons
a grenade launcher.
Your character is proficient in fixed-wing mounted vehicle
Edge: Your character gain a +2 bonus to hit and a 50% range
weapons. The character has a good understanding of various
bonus to all grenade attacks, whether thrown or with a grenade
weapons systems for Fixed-wing aircraft.
launcher.
Convenience: +3 to hit with all Fixed-wing aircraft weapons
Gift: Your character gain a +3 bonus to hit and a 75% range
systems
bonus to all grenade attacks, whether thrown or with a grenade
Edge: +6 to hit with all Fixed-wing aircraft weapons
launcher.
systems.
Gift: +9 to hit with all Fixed-wing aircraft weapons Hard to Kill
systems The character is extremely hard to kill. This can represent
the characters exceptional will to survive, dedication to a cause,
Formation Flying
use of chi (or ki), a tough body, resistance to wounds, or anything
As long as aircraft have been shooting each other down pilots else that the player wishes. The character can apply some of his
have known the advantages of flying in formation. One craft Toughness to piercing damage (such as from an arrow, gunshot,
covers for the other, and your characters wingman is usually the or sword wound). The amount of TGH that is resistant to lethal
person your character trust most in the world. damage depends on the level of the trait. The amount of resistant
Prerequisites: Combat Pilot TGH cannot exceed the characters normal TGH score. The
Convenience: All fighters on the same side of a battle who characters resistant TGH cannot reduce piercing damage below
are flying in formation with this Advantage gain a +2 Defense 1 point. That is, a character that suffers piercing damage and who
bonus in vehicle combat by protecting one another. They also has the Hard to Kill advantage but who has no other armor, will
gain a +2 bonus to any roll to Clear Your characters Six suffer a minimum of 1 point of damage from piercing attacks.
piloting rolls. The opposite of this trait is the Easy to Kill disadvantage.
Edge: All fighters on the same side of a battle who are flying The amount of TGH the applies to piercing damage is:
in formation with this Advantage gain a +4 Defense bonus in Convenience (2): 2 TGH
vehicle combat by protecting one another. They also gain a +4
Edge (5): 4 TGH
bonus to any roll to Clear Your Six piloting rolls.
Gift (10): 6 TGH
Gift: All fighters on the same side of a battle who are flying

12
Chapter Two: Characters

Combat!
Heart Punch information). As a result, any skill rolls involving
Your character strikes your characters target right over the identification of the character is at a penalty and the
heart, an attack that inflicts a great deal of pain and shock. character receives a +3 bonus to any Stealth rolls to
Prerequisite: Commando Training. avoid being shadowed and to Awareness rolls to spot
Convenience: +2 damage from punches to right over the someone shadowing him. This trait is particularly useful
heart. Target must make a HLT roll (TN 10) or be stunned for for covert operatives and anyone else desiring to remain
one round. anonymous.
Edge: +4 damage from punches to right over the heart. Target The opposite of this trait is Distinctive Features.
must make a HLT roll (TN 13) or be stunned for one round. Skill rolls involving identification of the character
Gift: +6 damage from punches to right over the heart. Target is at:
must make a HLT roll (TN 16) or be stunned for 3 rounds. Convenience (2): -3
Edge (5): -6
Helicopter Vehicle Weapons
Gift (10): -9
Your character is proficient in helicopter mounted vehicle
weapons. The character has a good understanding of various Interrogation
weapons systems for rotor aircraft (helicopter). Your character is skilled at getting information from
Convenience: +3 to hit with all helicopter weapons forces friendly or hostile, by a variety of means. When
Edge: +6 to hit with all helicopter weapons making skill rolls to gain information from people, the
Gift: +9 to hit with all helicopter weapons. character is at:
Convenience: +3 at getting information from people
High Pain Threshold
Edge: +6 at getting information from people
The character is able to withstand pain exceptionally well,
Gift: +9 at getting information from people.
and receives a bonus to skill rolls to resist torture or extreme
pain, and suffers reduced penalties due to wounds (see Wounds Knows a Secret
and Effects of Damage). The opposite of this trait is Low Pain The character knows a secret that, if revealed, would cause
Threshold. problems for the person (or people) whom the secret involves.
The character has: The higher the point value the more dire the consequences of
Convenience (2): +3 to Concentration skill rolls to resist the secrets exposure. A secret may be a criminal past, a secret
pain and to offset penalties due to wounds. life or double life, a love affair, or anything that would be poorly
Edge (5): +6 to Concentration skill rolls to resist pain and to received by others if discovered.
offset penalties due to wounds. The subject of the secret may or may not know that the
Gift (10): +9 to Concentration skill rolls to resist pain and to character knows the secret (players option). If the subject
offset penalties due to wounds. knows, it may be that the character is blackmailing the person,
protecting him, or simply that they share a common (but
Immunity unknown) history.
The character has immunity to some substance, disease, If someone other than the character exposes the secret, then
or condition. The player defines the immunity when the trait is the character should receive another advantage of equal value.
taken and must be for one specific substance (e.g., a character The opposite of this trait is the Secret disadvantage. Note
can have an immunity to spider venom but not an immunity to that characters may have both the Secret and Knows a Secret
fire or bullets). Characters may take this trait multiple times, each traits, as long as they do not logically contradict each other.
time for a different immunity.
If revealed, the secret would expose the person or group to:
The level of the trait is based on how common and how
Convenience (2): Ostracism or embarrassment
dangerous the substance is in the game setting. Check with your
Edge (5): Arrest, harm or financial or social ruin
GM to make sure that you purchase the appropriate level of the
Gift (10): Death
trait for the concept.
The opposite of this trait is the Addiction disadvantage. Note Leadership
that characters can take both the Immunity and Addiction traits, Your character is able to engender personal loyalty among
as long as the condition or substance is not the same for both. those who follow your character.
The character is immune to: Convenience: Units commanded by a character with this
Convenience (2): A rare and/or extremely dangerous Advantage ignore the first Morale Hit (see the Small Unit Combat
substance (Iocane Powder). section for more information on unit hits) they suffer in combat.
Edge (5): An uncommon, moderately dangerous legal or Edge: Units can ignore the first 3 Morale Hits
mildly dangerous illegal substance. Gift: Units can ignore the first 5 Morale Hits
Gift (10): A common or mildly dangerous legal substance Life Experience
(alcohol, tobacco). The character has a broad and varied background and has
Indistinct accumulated a wealth of personal knowledge and experience. As
The character has a plain or average appearance and is a result of this life experience, the character gains a bonus to all
completely unremarkable in most respects. A character with skill rolls involving information that can be likely recalled from
this trait is not easily remembered (e.g., witnesses have a hard literature, cultural knowledge, or personal experience (GMs
time providing a detailed description or provide conflicting discretion).

13
Chapter Two: Characters
Combat! The opposite of this trait is the Nave disadvantage.
The characters bonus to appropriate skill rolls is:
Convenience (2): +3
the use of ropes and rigs to assist other climbers.
Convenience: Your character gain +2 on skill rolls for
climbing, tracking and surviving in the mountains
Edge (5): +6 Edge: Your character gain a +4 on skill rolls for climbing,
Gift (10): +9 tracking, surviving and detecting ambushes in the mountains
Light Sleeper Gift: Your character gain a +6 on skill rolls for climbing,
The character is able to awaken from even a deep tracking, surviving, detecting ambushes and Tactics in the
sleep, with no skill roll required. The slightest noise mountains.
may awaken the character, at the players option. NBC
Any attempts to sneak up on or past a character with Your character is skilled in the diagnosis and treatment of
this trait must make a contested Stealth roll, as normal, nuclear, biological, and chemical attacks. Characters with this
against the sleeping characters Awareness roll; if the Advantage also teach courses in the use of basic preventive
effect number of the sleeping characters Awareness gear such as gas masks and Geiger counters, and are skilled at
roll is greater than the other characters Stealth roll, the disarming weapons that deliver chemical, biological, or nuclear
sleeping character has been awakened by a sound. attacks.
The sleeping character gains a bonus to his Convenience: Your character is +2 on skill rolls to detect
Awareness roll to awaken, based on the level of the and disarm/disable NBC weapons and treat injuries from such
trait. weapons.
The opposite of this trait is the Heavy Sleeper Edge: Your character is +4 on skill rolls to detect and disarm/
disadvantage. disable NBC weapons and treat injuries from such weapons.
The characters bonus to Awareness rolls to awaken is: Gift: Your character is +6 on skill rolls to detect and disarm/
Convenience (2): +3 disable NBC weapons and treat injuries from such weapons.
Edge (5): +6 Paratrooper
Gift (10): +9 Your character is an extremely competent parachutist.
Lucky Prerequisites: Jump School.
The character is luckier than most. Even small misfortunes Convenience: +3 on Acrobatics and Paradrop skill rolls
have a way of turning into advantages for the character. This trait Edge: +6 on Acrobatics and Paradrop skill rolls
can reflect a divine blessing, good karma, plain old-fashioned Gift: +9 on Acrobatics and Paradrop skill rolls
luck, or anything the player wishes. Perk
In game terms, the character receives extra Action Points at The character has some minor perk, such as an employee
the start of each game session. These extra Action Points do not discount, free legal advice, or a license to do something that
count against the normal 3 AP starting limit for game sessions would normally be considered illegal (a right to collect taxes,
(see Action Points). hunt criminals, fire upon and loot foreign merchant ships and
The opposite of this trait is the Unlucky disadvantage. colonies, etc.). The exact nature of the perk is up to the player
At the start of each game session, the character receives: and subject to GMs approval.
Edge (5): 1 extra Action Point Perks that are conferred to members of a group are given to
Gift (10): 2 extra Action Points those with the Membership advantage, and need not be purchased
Marksman separately. For example, a police officer has powers of arrest,
Your character is skilled at long-distance accuracy with the right to carry a badge and gun, and so on, all as part of his
personal firearms. Membership in the police department. Similarly, a member of
Convenience: +3 to hit with firearms STAT (Special Tactical Assault Team) has the right to wear the
insignia of the team, carry a firearm, and other licenses that go
Edge: +6 to hit with firearms
with being a member of the Team.
Gift: +9 to hit with firearms
Military Police Powers
Your character has a limited power to enforce military rules
and regulations.
Prerequisites: MOS Law-Enforcement.
Edge: Your character has the authority to detain, question,
and arrest those who have broken the military regulations of your
characters branch of service.
Mortar/Indirect Fire weapons
Convenience: +3 to hit with Indirect Fire weapons
Edge: +6 to hit with Indirect Fire weapons
Gift: +9 to hit with Indirect Fire weapons
Mountaineer
Your character is an extremely competent climber, including

14
Chapter Two: Characters

Combat!
The cost for a Perk depends on its importance or significance game. The player defines the condition as well as the
in the campaign (GMs discretion). circumstances that will trigger the condition (if any).
The opposite of this trait is the Duty disadvantage. Note that Psychological advantages always come into play
a character may have both a Perk and a Duty and they may be in the appropriate situation. If a situation occurs that
related or not. triggers the condition, the character receives the benefit
The perk is of: of the advantage immediately.
Convenience (2): Minor importance (e.g., a press pass, The opposite of this trait is the Psychological
Confidential security clearance). Disadvantage trait. Note that characters can take
Edge (5): Moderate importance (e.g., concealed weapon both the Psychological Advantage and Psychological
permit, Secret security clearance). Disadvantage traits, as long as the condition or subject
Gift (10): Major importance (Letters of Marquee, Top Secret of the trait is not the same for both.
security clearance). The level of the trait is based on the frequency
Physical Advantage and intensity of the condition, and how difficult the
condition is to overcome.
The character has some physical condition or enhancement
that enhances his life or otherwise provides a benefit to his Convenience (2): The condition affects the
ability to function. The condition or enhancement may be minor, character infrequently (once every two game sessions,
moderate, or extreme. The player defines the condition or benefit on average) and benefits the character in a minor way
when the trait is bought. Characters may take this trait multiple (the condition may influence the characters choice of
times, each time for a different condition or benefit. actions, provides a bonus of +3 on related skill rolls).
Examples include a slight affinity for a certain class or group of
The level of the trait is based on the frequency and intensity
skills (such as animal-related skills, outdoor skills, or education
of the condition.
and research-based skills), a mild resistance to fear or shock, or a
At Convenience level, this advantage benefits the character
mild passion that, when triggered, provides a bonus to skill rolls
infrequently (once every two game sessions, on average) or in a
for actions that reinforce or support the characters passion.
minor way (provides a +3 bonus on related skill rolls, partially
Edge (5): The condition affects the character frequently
boosts a primary attribute by 1 point, or provides some other
(once per game session, on average) and benefits the character in
minor benefit).
a moderate way (the condition may limit the characters choice of
At Edge level, this advantage benefits the character
actions, provides a bonus of +6 on related skill rolls). Examples
frequently (once per game session, on average) or in a moderate
include a moderate affinity for a certain class or group of skills
way (provides a +6 bonus on related skill rolls, boosts a primary
(such as animal-related skills, outdoor skills, or education and
attribute by 2 points, or provides some other moderate benefit).
research-based skills), a moderate resistance to fear or shock, or
At Gift level, this advantage benefits the character constantly
a strong passion that, when triggered, provides a bonus to skill
or in a major way (provides a +9 bonus on related skill rolls,
rolls for appropriate actions.
boosts a primary attribute by 3 points, or provides some other
Gift (10): The condition affects the character very frequently
extreme benefit).
(twice or more per game session) and benefits the character in
The positive effects of the trait may be countered or lessened
a major way (the condition may dictate the characters actions,
with the application of medicine, a ritual or some other means, at
provides a bonus of +9 on related skill rolls). Examples include
the GMs discretion.
an extreme affinity for a certain class or group of skills (such as
The opposite of this trait is the Physical Disadvantage trait. animal-related skills, outdoor skills, or education and research-
Note that characters can take both the Physical Advantage and based skills), a strong resistance to fear or shock, or an extreme
Physical Disadvantage traits, as long as the condition is not the passion that, when triggered, provides a bonus to skill rolls for
same for both. appropriate actions.
The characters condition affects the character:
Sample Psychological Advantages
Convenience (2): Infrequently or benefits the character in a
Artistic; Calculating (or Methodical); Compassionate;
minor way (e.g., +3 to skill rolls).
Control of Emotions; Cooperative; Courage; Creative; Decisive;
Edge (5): Frequently and benefits the character in a moderate
Focused Attention; Generous; Good Memory; Head for Numbers
way (e.g., +6 to skill rolls).
(Good at Math); Loves Someone; Motivated/Energetic; Outgoing;
Gift (10): Very frequently or constantly and benefits the
Patriotic; Pessimist; Realistic; Subtle/Low Profile.
character in a major way (e.g., +9 to skill rolls).
Psychotherapy
Sample Physical Advantages
Your character is skilled in the treatment of mental illness.
Listed below are a number of suggested Physical Advantages.
Convenience: Your character is +3 to skill rolls to identify,
You are free to make up your own, use these, or both for your
alleviate and eventually remove any conditions associated with
game.
mental illness, including those caused by Mental Breakdowns.
Booming (command) Voice; Double-Jointed; Flexible;
Edge: Your character is +6 to skill rolls to identify, alleviate
Increased Flexibility
and eventually remove any conditions associated with mental
Psychological Advantage illness, including those caused by Mental Breakdowns.
This is some psychological condition or strength that benefits Gift: Your character is +9 to skill rolls to identify,
the character or enhances his abilities in some way during the alleviate and eventually remove any conditions associated

15
Chapter Two: Characters
Combat! with mental illness, including those caused by Mental
Breakdowns.
Security Clearance, Secret
While it might seem minor at first glance, this trait can
have very positive or beneficial consequences, depending on
the culture. Gaining the trust of a local indigenous population
Your character has a clearance granting access to or even a captured POW, and gaining the favor of an influential
sensitive information. This security clearance is not member of an organization are all good examples of where this
only needed in some Military positions, but also many trait might come into play.
civilian contractors with the military require this security The opposite of this trait is the Social Disadvantage trait.
clearance. Since the private company is required to pay Skill rolls involving social interaction are at:
for these security background checks (which can run in Convenience (2): +3
the tens of thousands of dollars), characters with an active Edge (5): +6
security clearance can gain the Wealthy Advantage at Gift (10): +9
Convenience level when working in the civilian world Speed Reader
(provided their job in the civilian sector requires such a The character can read at a faster than normal rate and retain
security clearance). The bonus for this and the Security as much information as someone who reads at a normal rate.
Clearance, Top Secret stack (your character can add the The opposite of this trait is the Illiterate disadvantage.
bonuses together if they both apply).
The character reads:
Prerequisite: Allegiance: Love of Country
Convenience (2): 10x normal speed (e.g., can read a novel
Convenience: +4 bonus to Requisition information in an hour)
at Secret or below security
Edge (5): 50x normal speed (e.g., can read a novel in 30
Edge: +7 bonus to Requisition information at Secret or minutes)
below security
Strong Willed
Gift: +12 bonus to Requisition information at Secret or
below security The character has a stronger than normal will and is very
capable of asserting himself. He is less easily influenced by
Security Clearance, Top Secret others. This may represent high self-esteem or a desire for
Your character has a clearance granting access to the most confrontation. The character receives a bonus to skill rolls to
sensitive information. This security clearance is not only needed resist temptation, overcome fear, and the like.
in some Military positions, but also many civilian contractors The opposite of this trait is the Weak Willed disadvantage.
with the military require this security clearance. Since the private
The character is:
company is required to pay for these security background checks
Convenience (2): Very self-assured; attempts to persuade
(which can run in the tens of thousands of dollars), characters
him are at -3
with an active security clearance can gain the Wealthy Advantage
Edge (5): Extremely self-assured; attempts to persuade him
at Edge level when working in the civilian world (provided their
are at -6
job in the civilian sector requires such a security clearance).
Gift (10): Virtually unshakeable; attempts to persuade him
Prerequisite: Allegiance: Love of Country
are 9
Convenience: +3 bonus to Requisition information at Top
Secret or below security Tactician
Edge: +6 bonus to Requisition information at Top Secret or Your character is a skilled leader, with a strong grasp of
below security. tactics and an ability to make those around your character better
Gift: +9 bonus to Requisition information at Top Secret or in combat.
below security. Special: Having this Advantage also grants your character a
+2 bonus on all Promotion checks.
Sharpshooter
Convenience: Your character has mastered the art of large-
Your character is an expert shot with personal firearms.
scale maneuvers. For ground combat, this Advantage covers
Convenience: Your character gain +2 to hit and damage
Squad tactics. For fighters this Advantage covers Squadron
with personal firearms.
tactics. Your character may lead a number of Units (see the Small
Edge: Your character gain +4 to hit and damage with Unit Combat section for more information) equal to twice your
personal firearms characters Presence Score, granting those units a bonus in crew
Gift: Your character gain +6 to hit and damage with personal contests equal to his Intellect.
firearms. Edge: The character has the logistical knowledge and
Social Advantage command experience to effectively command extremely large
The character is at an advantage in social situations and groups into battle. He is able to command a number of Units
dealings with other people. This trait may be defined as the equal to twice his Presence Score, granting those units a bonus in
character being charming, smooth-tongued, exceptionally crew contests equal to his Intelligence modifier.
considerate, chivalrous, well-bred, courteous, or well-mannered. Gift: He is able to command a number of Units equal to four
Alternatively, the advantage may be due to a particularly times his Presence Score, granting those units a bonus in crew
disarming personal habit that the character has, a gift for gab, contests equal to his Intellect. This bonus stacks with the bonuses
general charisma, or any other explanation that the player thinks granted to specific units by individual commanders.
up (with the GMs permission).

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Chapter Two: Characters

Combat!
Tank/APC Weapons The character can get the equivalent of a full nights
Your character is proficient with large vehicle-mounted rest with:
weapons found on tanks and APCs (Armor Personnel Carriers). Convenience (2): 5 total hours or more of sleep in
Convenience: +3 to hit with Tank and APC mounted a day.
weapons. Edge (5): 2 total hours or more of sleep in a day.
Edge: +6 to hit with Tank and APC mounted weapons Wingman
Gift: +9 to hit with Tank and APC mounted weapons Your character is a most valuable commodity: an
Voice of Command expert wingman.
Your character is used to being obeyed, and when your Convenience: Your character grants your characters
character gives an Order, your character usually is. partner a +2 Defense bonus in vehicle combat.
Convenience: +1 to Intimidation Rolls Edge: Your character grants your characters
Edge: +3 to Intimidation Rolls; Unit gains +1 to any skills partner a +4 Defense bonus in vehicle combat.
when following this characters order Gift: Your character grants your characters partner
Gift: +5 to Intimidation Rolls; Unit gains +2 to any skills a +6 Defense bonus in vehicle combat.
when following this characters order Disadvantages
Teamwork, Specific Team Addiction
This Advantage represents extensive training in small unit The character must have a particular substance or
tactics. When your character takes this Advantage, your character situation or he will suffer severe mental or physical
chooses one group for it to work with, such as the SEALs, the distress. The exact effects vary widely depending on the
Rangers, the 82nd Airborne, and so forth. addiction, but should result in a -3 to one or more Skill Groups
Prerequisite: Allegiance (Specific Team). or -1 to one or more attributes per level. For example, a character
Convenience: Whenever your character is working together addicted to tobacco might suffer jitters, and -1 REF, after going
with members of your characters team, your character gains a too long without a smoke.
+1 to hit and skill rolls. Characters with this Advantage are able The opposite of this trait is the Immunity advantage.
to communicate simple information using hand signals, such as The substance or situation the character needs is:
Your character and Johnson go left and keep your characters Inconvenience (-2): Common (e.g., tobacco, Catholic
eyes open, I will go right. The character also gains +2 to Mass)
Promotion check rolls. Hardship (-5): Uncommon (e.g., an herb, imported food,
Edge: Whenever your character is working together with illegal drug)
members of your characters team, your character gain a +2 Peril (-10): Rare (e.g., feather of a mystical bird)
to hit and skill rolls. Characters with this Advantage are able
Bad Hands
to communicate simple information using hand signals. The
Using your off hand normally incurs a -3 penalty to the
character gains a +3 to Promotion check rolls.
characters skill roll (see Off Handed). Characters with this Trait
Gift: Whenever your character is working together with
suffer a greater penalty than normal or cannot make any skill roll
members of your characters team, your character gains a +4
at all when using their off hand.
to hit and skill rolls. Characters with this Advantage are able
The opposite of this trait is the Ambidextrous advantage.
to communicate simple information using hand signals. The
character gains a +4 to Promotion check rolls. Any skill rolls made when the character uses his off hand
are:
Weapon Focus Inconvenience (-2): A -6 penalty
Your character is good at using a specific type of weapon Hardship (-5): A -9 penalty
(specific weapon, such as M16, must be specified).
Peril (-10): Impossible (not allowed)
Convenience: +3 to hit with specified weapon.
Edge: +6 to hit with specified weapon, +2 to damage with
Bad Tempered
specified weapon The character has an extremely bad temper. Little things can
Gift: +9 to hit with specified weapon, +4 to damage with set the character off, especially when things seem to go against
specified weapon the characters wants or desires. Disagreements over policy
may be perceived as personal attacks, good-natured kidding
Well Rested as infuriating insults, sincere appeals for aid as self-righteous
The character can get to sleep more quickly and easily mocking and so on. The character may become verbally abusive,
than the average person, even in adverse or unusual conditions. flail about, and even break things.
In addition, any rest the character gets is deep and refreshing, The opposite of this trait is the Cool Headed advantage.
allowing the character to avoid the effects of fatigue from lack When his temper flares, he will carry on, even at the risk
of rest. Characters with this trait can get the equivalent of a full of:
nights rest in a much shorter time than normal (normally 12
Inconvenience (-2): Ostracism or embarrassment
HLT hours of sleep). Any time that the character spends in deep
Hardship (-5): Arrest, harm or financial or social ruin
rest or sleep throughout a day is added together for purposes of
Peril (-10): Death
determining if the character is well rested.
The opposite of this trait is the Insomnia disadvantage.

17
Chapter Two: Characters
Combat! Dependent
A dependent is someone who needs the characters
protection and help, and whom the character feels
Duty
The character has an obligation to some person or organization.
Such an obligation is usually undertaken voluntarily, though it
obligated to look after. The character will go out of his may be involuntary. Examples of duties include: service in the
way to protect or nurture the dependent, and must make a U.S. Armed Forces, a vocation as a full-time priest, etc. The
control roll to overcome such compulsions. Dependents character must meet this obligations or risk censure, expulsion,
can include children, family, friends and comrades, or or even imprisonment, depending on the nature of the Duty (as
even strangers. defined by the player, with the GMs permission).
Compared to the character, the dependent: A Duty can be used to represent any job, but it is
Inconvenience (-2): Is roughly equal in ability and recommended that GMs not allow it for trivial obligations or
skill duties which the character (or player) doesnt mind losing. A
Hardship (-5): Is challenged or otherwise weaker voluntary Duty should involve something the character wants or
in ability and skill (e.g., a child, a member of the team needs to maintain (e.g., the character needs the job to pay bills
that isnt quite up to muster,) and rent) rather than something selected merely for the point
Peril (-10): Has special problems, requirements or value. Involuntary Duties or those requiring a term of service
associated dangers (e.g., dying relative, very demanding (such as U.S. military service) should involve some type of
spouse) punishment if violated by the character (e.g., an Article 15 non-
Distinctive Features judicial punishment for a service member violating the Uniform
Code of Military Justice).
The character stands out and is noticed in a crowd because
The opposite of this trait is the Perk advantage. Note that
of some distinctive feature, be it some aspect of his appearance,
a character may have both a Perk and a Duty and they may be
a style of dress, accent, or a combination. A distinctive feature
related or not.
should be role-played by the character and can be an important,
fun (and even humorous) aspect of the character. The characters duty affects his life:
The opposite of this trait is the Indistinct advantage. Inconvenience (-2): Rarely (once a month or less; e.g., a
military reservist)
His distinctive features are:
Hardship (-5): Occasionally (once a week or more; e.g.,
Inconvenience (-2): Easily concealed (e.g., a scar, tattoo or
active duty military service, a police officer)
attire)
Peril (-10): Constantly (every day, once or more times a
Hardship (-5): Concealed only with some effort, such as
day; e.g., an undercover operative or a soldier in a combat zone)
using Disguise or performance skills (e.g., mannerism, hair color,
speech impediment or accent) Easy to Kill
Peril (-10): Not possible to conceal (such as the race of the The character has little ability to resist the effects of deadly
character). damage. This can represent the characters lack of will to survive,
apathy, use of chi (or ki), a weakened body, or anything else that

18
Chapter Two: Characters

Combat!
the player wishes. The character suffers additional damage from Heavy Sleeper
piercing attacks (such as wounds from gunshots or knives). The The character has a hard time awakening from
amount of extra damage suffered depends on the level of the trait. even a short nap, requiring an Awareness roll to do so.
The amount of total damage cannot exceed two times the initial Even very loud noises may not awaken the character,
damage rolled for the injury. This trait is appropriate for minor at the GMs option. The difficulty level of the sleeping
NPCs, such as henchmen, mooks and other cannon fodder. characters Awareness roll depends on the level of the
The opposite of this trait is the Hard to Kill advantage. trait. The sleeping character may use one or more free
The amount of additional damage the character suffers from Action Points to boost the Awareness roll in appropriate
deadly attacks is: circumstances (GMs discretion).
Inconvenience (-2): +1 point per wound The opposite of this trait is the Light Sleeper
Hardship (-5): Double (2x) any lethal damage advantage.
Peril (-10): 1 point of lethal damage causes death The character must make a successful:
Enemy Inconvenience (-2): Challenging Awareness
Enemies are forces that are actively seeking to harm, roll (TN 18) to awaken from loud noises (shouting,
imprison, or otherwise plague the character. An enemy should slamming door, etc.).
show up in some way in most, if not all, adventures in which the Hardship (-5): Demanding Awareness roll (TN
character participates. An Enemy can be a single person, a small 24) to awaken from very loud noises (car horn, gunshot,
group, or even an entire nation. The enemy should make sense loud stereo, etc.).
for the game campaign or story, however. The player should also Peril (-10): Legendary Awareness roll (TN 30) to awaken
define the origin or basis for the enemy, even if the character from extremely loud noises (jet flying overhead, explosion,
himself is unaware of it (roleplaying a surprise discovery of concert, etc.).
ones enemy and/or the reasons for him being the characters Honest
enemy can make for a dramatic encounter). It is assumed that The character is compelled to tell the truth, even in situations
being a member of a national military will make the enemies of that will result in negative consequences.
that nation the characters enemy by extension. This disadvantage The opposite of this trait is the Con Artist advantage.
is more personal (they are hunting you and/or your team). It is The character:
very possible that a characters enemy will also be the enemy of Inconvenience (-2): Is uncomfortable being dishonest (CS
the characters nation. 5).
For example, a STAT (Special Tactical Assault Team) of Hardship (-5): Must struggle even to exaggerate or omit an
the US military that has done numerous raids against al Qaeda important detail (CS 10).
terrorists may be particularly targeted or hunted by al Qaeda
Peril (-10): Must tell the truth, the whole truth and nothing
operatives. This would make al Qaeda an Enemy. The fact that
but the truth, even in the most extreme of circumstances (CS
someone is in the US military, and the US military is the enemy
15).
of al Qaeda, does not qualify ever member of the US military for
the Enemy: al Qaeda disadvantage. Illiterate
The opposite of this trait is the Ally advantage. The character is not as well-schooled in reading and writing
Overall, your enemy is: as some. (This may be normal in some cultures.)
Inconvenience (-2): Less powerful than you, merely The opposite of this trait is the Speed Reader advantage.
watching you, or limited to a relatively small geographic area The character:
Hardship (-5): As powerful as you, seeking to capture you, Inconvenience (-2): Reads and writes half as fast as the
or limited to a county, province, or region average person
Peril (-10): More powerful than you, wants to kill you, able Hardship (-5): Cannot read or write at all
to hound you to the corners of the Earth, or has access to powerful Impaired Sense
weapons, or other resources One of the characters senses is duller than normal and
Forgetful receives a penalty on all Awareness skill rolls, as well as other
The character has trouble remembering things. The severity skill rolls involving that sense (GMs discretion). This Trait may
of the characters memory loss is dependent upon the level of be purchased for each of the following senseshearing, sight,
the trait. smell/taste (counts as one sense), and touch.
The opposite of this trait is the Eidetic Memory advantage. The opposite of this trait is the Acute Sense advantage.
The character: The character:
Inconvenience (-2): Has difficulty remembering names and Inconvenience (-2): Suffers -3 to any skill rolls based on
faces and generally known facts (-3 to relevant skill rolls). this sense.
Hardship (-5): Has very poor memory and forgets details Hardship (-5): Requires medicinal or technological aid
easily, even friends and family; skill rolls involving recollection to use this sense and suffers -6 to any skill rolls based on this
are at -6. sense.
Peril (-10): Is suffering from bouts of virtual senility with Peril (-10): Has no use of this sense whatsoever (e.g., totally
inability to recall simple facts, including his own identity, and deaf or blind); no skill rolls based on this sense are allowed (or
any skill rolls involving recollection are at -9. are at -9, with GMs permission).

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Chapter Two: Characters
Combat! Infamous
The character has gained infamy for some deed or
deeds. People tend to recognize any infamous person
Peril (-10): Cannot sleep around any noise or movement
whatsoever (loses an average of 4 hours of sleep each night)
Low Pain Threshold
when they see him or when they hear his name. Most The character has a low tolerance for pain. He has a penalty
people go out of their way to curry favor with the to Concentration rolls to resist torture or extreme pain, and suffers
infamous and to avoid getting on their bad side. increased penalties due to wounds (see Wounds and Effects of
A character may be known for something he did or Damage). The opposite of this trait is the High Pain Threshold
didnt do. A reputation, once earned, can be difficult to advantage.
shed, regardless of its accuracy. The character has:
The level and effects of the characters infamy Inconvenience (-2): -3 to skill rolls to resist pain and an
depend on the level of the trait. The chance of someone additional -1 penalty from wounds.
not recognizing the character on sight (or upon hearing Hardship (-5): -6 to skill rolls to resist pain and an additional
his name) is equal to the Control Score. -2 penalty from wounds.
Like Famous, this is a reputation for the individual Peril (-10): -9 to skill rolls to resist pain and an additional -3
character, not for his association with a notable group. penalty from wounds.
While the Iga ninja in feudal Japan are recognized Minor
as such when they claim affiliation or are discovered,
The character is not yet an adult (at least legally), which
they are not known as individuals unless they gain a
poses a variety of physical, social, and legal problems. His parents
reputation for particularly notable deeds as individuals
or guardians still bear legal responsibility and authority for him.
(this man is a shinobi, but that man is Hattori Hanzo!).
Most adults treat him as an inferior, and he may face restrictions
The player should jot down (or at last have in mind) the reason such as curfews, drinking ages, and driving limitations. He also
for the characters infamy. The specific effects of Infamous are grapples with various physical difficulties; a young child has
open to interpretation by the GM, and require some discretion. problems reaching countertops, for example, while a teenager
A character who is infamous for oppressing the weak (such may experience trouble with acne or embarrassing voice changes.
as a local crime lord or a tyrannical leader) will receive a penalty Note that the age at which a character becomes an adult, at least
to Social skill rolls when dealing with most people but may get socially and legally if not physically, varies from place to place
a bonus when dealing with his henchmen, corrupt officials, or (culture to culture).
other bad guys. On the other hand, such a villains infamy could While most disadvantages have an Advantage as
also result in a penalty to Social skill rolls when dealing with their opposing trait, the opposite of this trait is the Senior
leaders of free nations, police officials, or the public at large if disadvantage.
the infamous character is trying to sweet talk them because they
The character is a:
despise him! Once again, application of this trait requires a dose
Inconvenience (-2): Semi-Minor(18-20 years old, so not
of common sense.
able to drink in most places)
Infamy can be a double-edged sword, but as a rule it is
Hardship (-5): Teenager (17 years old unable to vote,
predominantly negative.
smoke, drink and other rights depending on location)
The opposite of this trait is the Famous advantage. The
character is: Nave
Inconvenience (-2): A local figure, incurring a -3 penalty (or The character has led a sheltered life, is generally gullible,
+3 bonus, depending on the circumstances) to social skill rolls and easily misled or fooled. Skill rolls made by others to persuade
when he is recognized or convince the character with this disadvantage receive a bonus
Hardship (-5): A national figure, incurring a -6 penalty (or due the characters navet. The bonus is dependent on the level
+6 bonus) to social skill rolls when he is recognized of the trait.
Peril (-10): An international figure, incurring a -9 penalty The opposite of this trait is the Life Experience advantage.
(or +9 bonus) to social skill rolls when he is recognized The character is:
Inconvenience (-2): Mildly nave and disbelieving of
Insomnia
really bad things (+3 bonus to any skill roll made by others to
The character is unable to get a good nights rest. This may
persuade the character)
be due to a chemical imbalance, frequent nightmares, or some
Hardship (-5): Generally nave and disbelieving of bad
other reason. Characters without adequate rest (normally 12HLT
things (+6 bonus to any skill roll made by others to persuade
hours of sleep) each night suffers a penalty (-3 or -6) to all skill
the character)
rolls requiring concentration and alertness (GMs discretion) due
Peril (-10): Severely nave and disbelieving of anything
to fatigue.
bad (attempts by others automatically succeed against the
The opposite of this trait is the Well Rested advantage.
character, or are at +9, at GMs option)
The character:
Inconvenience (-2): Has difficulty sleeping and getting to Oblivious to Danger
sleep (loses an average of 1 hour of sleep each night) The character has little or no sense of danger. This can
Hardship (-5): Cant sleep without some form of natural represent ignorance, a death wish, or whatever the player wants
aid, such as wine or sleeping powder (loses an average of 2 hour it to represent. Whenever that character is allowed an Awareness
of sleep each night) roll to detect a threat (such as a booby trap, ambush, and the

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Chapter Two: Characters

Combat!
like), the character suffers a penalty to the roll. The severity of a petit mal seizure that causes loss of muscle control or
the penalty depends on the level of the trait. If a character does mild paralysis.
become aware of a threat, how the character reacts is still up to At Hardship level, affects the character frequently
the player. (once per game session, on average) and impacts the
The opposite of this trait is the Danger Sense advantage. character in a moderate way (the condition moderately
Any skill rolls to perceive or otherwise detect a threat are affects the characters actions, causes -6 to related skill
at: rolls, partially incapacitates the character for days at a
Inconvenience (-2): -3 time or completely incapacitates the character for hours
Hardship (-5): -6 at a time).
Peril (-10): -9 Examples include Type I (insulin-dependent)
Out of Shape Diabetes resulting in insulin shock if taken without
food or unconsciousness if food is eaten without taking
The character is not in good physical shape. Due to the
insulin, a missing limb, an early case of Cerebral Palsy
characters relatively poor fitness he gains a penalty to all skill
or Parkinsons Disease causing mild tremors or a severe
rolls involving sports, athletic pursuits, or personal physical
allergic reactions to common substances.
exertion (GMs discretion).
At the Peril level, the condition severely affects
The opposite of this trait is the Athletic advantage.
the characters actions, causes -9 penalty on related
The characters penalty to skill rolls involving sports or
skill rolls or prohibits skill rolls altogether at the GMs
athletic pursuits is:
discretion, or completely incapacitates the character for
Inconvenience (-2): -3 to all Athletic Group skills days at a time or permanently.
Hardship (-5): -6 to all skill rolls involving physical Examples include grand mal epileptic seizures, advanced
exertion. cases of Cerebral Palsy, two or more missing limbs, or paralysis
Peril (-10): -9 to all skill rolls involving physical exertion. below the waist.
Outsider The negative effects of the trait may be curtailed or lessened
The character is not part of the dominant group, culture or with the application of medicine, a ritual or some other means,
organization in the campaign and, as a result, is treated differently. reflecting an addiction or need for regular medication. No Control
The character may be merely distrusted by most people, snubbed Roll is allowed for physical disadvantages.
in social situations, ignored altogether, subject to restrictive laws The opposite of this trait is the Physical Advantage trait.
(mandating where the character may or may not live, how he Note that characters can take both the Physical Advantage and
travels, civil rights, and so on), or even hunted, threatened with Physical Disadvantage traits, as long as the condition is not the
imprisonment or death. same for both traits.
The opposite of this trait is the Membership advantage. The characters condition:
An outsider is subject to: Inconvenience (-2): Affects the character infrequently and
Inconvenience (-2): Mild prejudice with few or no impacts the character in a minor way.
legal restrictions; -3 penalty to all skill rolls involving social Hardship (-5): Affects the character frequently and impacts
interaction the character in a moderate way.
Hardship (-5): Strong prejudice with numerous or severe Peril (-10): Affects the character very frequently or
legal restrictions; -6 penalty to all skill rolls involving social constantly and impacts the character in a major way.
interaction Sample Physical Disadvantages
Peril (-10): Extreme prejudice or treated as inferior with few Listed below are a number of suggested Physical
or no legal rights; -9 penalty to all skill rolls involving social Disadvantages. You are free to make up your own, use these, or
interaction both for your game.
Physical Disadvantage Diabetes; Dyslexia; Epilepsy; Illness; Inflexible (Stiff);
The character has some physiological illness or condition Lame; Mute; Overweight; Vertigo.
that impacts his life or otherwise limits his ability to function. Poor Sense of Direction
The condition may be mild, moderate or severe. The player
The character has a poor sense of direction, even to the
defines the ailment when the trait is taken. Characters may take
point of doubting a compass. As a result, the character incurs
this trait multiple times, each time for a different ailment.
a penalty to skill rolls involving navigation or direction (GMs
The level of the trait is based on the frequency and intensity discretion).
of the condition.
The opposite of this trait is the Good Sense of Direction
At Inconvenience level, this disadvantage affects the advantage.
character infrequently (once every two game sessions, on
On skill rolls involving direction or navigation, the character
average) and impacts the character in a minor way (the condition
suffers a penalty of:
slightly affects the characters actions, causes -3 on related skill
Inconvenience (-2): -3
rolls, partially incapacitates the character for hours at a time or
Hardship (-5): -6
completely incapacitates the character for minutes at a time).
Peril (-10): -9
Examples include a moderate allergy that causes a bad rash
or sneezing, severe dyslexia, muteness, a missing finger, arthritis,

21
Chapter Two: Characters
Combat! The level of the trait is based on the frequency and intensity
of the condition, and how difficult the condition is to overcome.
Inconvenience (-2): The condition affects the character
infrequently (once every two game sessions, on average) and
impacts the character in a minor way (the condition influences
the characters choice of actions, causes -3 on related skill
rolls). Examples include a mild phobia resulting in anxiety, a
dislike for someone resulting in irritation or tension when he is
encountered, or a code of conduct that the character prefers but
is not compelled to follow. (CS 5)
Hardship (-5): The condition affects the character
frequently (once per game session, on average) and impacts the
character in a moderate way (the condition limits the characters
choice of actions, causes -6 TN on related skill rolls). Examples
Poor Sense of Time include a strong phobia resulting in avoidance of the object of the
The character has a poor sense of time. The character characters fear, a mild hatred for someone resulting in threats or
never knows what time it is with any accuracy without hostility when he is encountered, or a code of conduct that the
a clock. character will risk much to follow. (CS 10)
The opposite of this trait is the Good Sense of Time Peril (-10): The condition affects the character very
advantage. frequently (twice or more per game session) and impacts the
Without a watch or some other obvious clues, the character character in a major way (the condition dictates the characters
can barely distinguish: actions, causes -9 to related skill rolls). Examples include a
Inconvenience (-2): The time more accurately than the severe phobia resulting in catatonic shock, a severe hatred for
hour someone resulting in a fit of rage when he is encountered, or a
Hardship (-5): Morning from evening code of conduct that the character will choose even over death.
Primitive (CS 15)
The character hails from a primitive society by the standards Sample Psychological Disadvantages
of the dominant civilizations of the setting. He is unfamiliar with Listed below are a number of suggested Psychological
modern technology and starts the game with no technology- Disadvantages. You are free to make up your own, use these, or
related skills beyond those used by his home societyeven both for your game.
untrained skills. The character also suffers a penalty to any skill Battle Lust; Bipolar; Code of Honor; Compulsive; Coward;
rolls involving the use of advanced technology. Credit Seeker; Cruel; Decadent; Delusional; Dishonest;
Examples of characters with this trait include a Native Flashbacks; Greedy; Hopeless Romantic; Humorless; Impatient;
American from a tribe that rejects the technology available in the Impulsive; Indecisive; Intimidating; Jealous; Lazy; Lecherous;
US, a member of an African tribe, a member of a religious group Miserly; Obsessed; Optimist; Paranoid; Patriot; Pessimist;
that rejects technology. Phobia; Power-hungry; Prejudiced; Reckless; Schizophrenia;
The character is: Sense of Duty; Shy; Stubborn; Uncreative; Uninspiring; Vain;
Inconvenience (-2): Unused to modern technology; Vow.
appropriate skill rolls at -3 Secret
Hardship (-5): Uncomfortable with modern technology; The character has a secret that, if revealed, would cause
appropriate skill rolls at 6 problems for him. The higher the point value the more dire the
Peril (-10): Terrified by modern technology; appropriate consequences of the secrets exposure. A secret may be a criminal
skill rolls are impossible or at -9 (GMs discretion) past, a double life, a love affair, or anything that would be poorly
Psychological Disadvantage received by others if discovered.
There is some psychological condition or disorder that affects The opposite of this trait is the Knows a Secret advantage.
the character and limits his abilities in some way during the game. Note that characters may have both the Secret and Knows a Secret
The player defines the condition as well as the circumstances that traits, as long as they do not logically contradict each other.
will trigger the condition (if any). If revealed, the secret would expose the character to:
Psychological disadvantages always come into play in Inconvenience (-2): Ostracism or embarrassment
the appropriate situation. If a situation occurs that triggers the Hardship (-5): Arrest, bodily harm. Financial or social ruin
condition, the character must endure the effects for at least Peril (-10): Death
one turn. On a successful Control Roll, however, the character Senior
may act normally on the next turn and thereafter, until another
The character is advanced in years, which poses a variety of
situation occurs that triggers the condition.
physical, social and legal problems. His children or other relatives
The opposite of this trait is the Psychological Advantage trait. may bear legal responsibility and authority for him. Some adults
Note that characters can take both the Psychological Advantage may treat him as an inferior, and he may face restrictions such
and Psychological Disadvantage traits, as long as the condition as driving limitations. He also grapples with various physical
or subject of the trait is not the same for both. difficulties; an elderly person may have arthritis, for example.

22
Chapter Two: Characters

Combat!
The ages may be adjusted for other periods, such as if you rolls made to heal him are at -9
were playing a military game set during the Mexican-American Slow Learner
War where a senior would be 40-55, elderly 55-70, and venerable The character must work harder than or learns
70+. more slowly than the average person. A slow learner
While most disadvantages have an Advantage as may improve any skills at double the normal cost. In
their opposing trait, the opposite of this trait is the Minor addition, the character receives a penalty to all skill
disadvantage rolls involving research, study, or instruction. The
The character is a: disadvantage may be defined as the character having
Inconvenience (-2): Senior adult (45-55 years old); Body a mental block, a learning disability, or whatever the
attributes may not exceed 7. player wishes (with GMs approval).
Hardship (-5): Elderly (55-65 years old); Body attributes The opposite of this trait is the Fast Learner
may not exceed 5. advantage.
Peril (-10): Venerable (65+ years old); Body attributes may The characters penalty to skill rolls involving
not exceed 3. research, study or instruction is:
Short Inconvenience (-2): -3
The character is noticeably shorter than the average human. Hardship (-5): -6
This trait has benefits as well as drawbacks, but should only be Peril (-10): -9
used in a campaign in which it is more the latter than the former. Slow Reflexes
The effects of this trait are explained below. The character is slow to react and incurs a penalty to his
Being short can also be a Distinctive Feature (in the right Initiative in combat (see Initiative) and to Awareness rolls to
setting). It may not be purchased with the Indistinct advantage avoid surprise. Characters with a high REF score may take this
without the GMs permission. trait, to reflect good coordination and agility but poor response
The character is: time to unexpected events.
Inconvenience (-2): Short, about 5 feet tall (e.g., adolescent), The opposite of this trait is the Fast Reflexes advantage.
with a maximum MOV of 7. The character suffers:
Hardship (-5): A dwarf, about 4 feet tall (e.g., child) with a Inconvenience (-2): -2 to INI and -3 to Awareness rolls to
maximum MOV of 6. avoid surprise.
Short Lived Hardship (-5): -4 to INI and -6 to Awareness rolls to avoid
The character has a shorter-than-average life-span. This surprise.
might represent a terminal illness or other medical problem, such Peril (-10): -6 to INI and -9 to Awareness rolls to avoid
as a congenital heart defect, incurable cancer, or the final stages surprise.
of AIDS. Social Disadvantage
The opposite of this trait is the Long Lived advantage. The character lacks social graces is at a disadvantage in
Barring a miracle, the character will only live for: social situations and dealings with other people. This trait may
Inconvenience (-2): 50% shorter than average, or less than be defined as the character being pompous, whiny, opinionated,
50 years bossy, discourteous, crude, tongue-tied, air-headed, or childish.
Hardship (-5): 75% shorter than average, or less than 10 Alternatively, the disadvantage may be due to a distasteful
years personal habit that the character has (such as picking his nose,
Peril (-10): 90% shorter than average, or less than 1 year belching, or flatulence at inappropriate moments), a speech
Slow Healer impediment (stuttering, a bad lisp) or any other explanation that
The character heals damage caused by physical injuries more the player thinks up (with the GMs permission).
slowly than normal and skill rolls involving attempts to heal the While it might seem minor at first glance, this trait can
character suffer a penalty. Determine the normal rate of healing have potentially serious consequences, depending on the rules
for the game (see Healing), and then apply the modifier listed governing behavior in the culture in which the character is
for the appropriate level of the trait. For example, if characters interacting. In feudal Japan, for example, a samurai who rudely
normally heal a number of points of damage equal to their HLT lectures his daimy risks extreme dishonor or, more likely,
each day, then a character with this trait at the Inconvenience death!
level would heal the same amount of damage each month. The opposite of this trait is the Social Advantage trait.
This trait can represent a condition or illness, such as The characters slip-ups risk:
hemophilia, complications from diabetes, or some other effect. Inconvenience (-2): Minor embarrassment; skill rolls
The opposite of this trait is the Fast Healer advantage. involving social interaction are at -3
The character heals: Hardship (-5): Major embarrassment, ostracism or injury;
Inconvenience (-2): One step slower on the time chart and skill rolls involving social interaction are at -6
skill rolls made to heal him are at -3 Peril (-10): Arrest, severe injury (or death), or financial ruin;
Hardship (-5): Two steps slower on the time chart and skill skill rolls involving social interaction are at -9
rolls made to heal him are at -6 Sample Social Disadvantages
Peril (-10): Three steps slower on the time chart and skill Antisocial; Bad Reputation; Offensive Habit; Oppressed;

23
Chapter Two: Characters
Combat! Poor hygiene; Socially Inept; Unapproachable.
Unattractive
The character is exceptionally unattractive and
game. Use the Advantages and Disadvantages in this chapter as
a guideline when creating new Traits.
What Will it Do?
others take notice, to the characters disadvantage. An When creating a new Trait, decide what problem or
unattractive person receives a penalty on all skill rolls advantage you wish to represent. Every trait must provide some
involving situations in which his or her appearance is advantage or create a problem for the character. Situations that
important (GMs discretion). everyone faces at one time or another, such as catching the flu,
This is a developed trait by default, because ones are not acceptable Disadvantages, whereas a weakened immune
features can be altered through life (gaining weight, system that makes the character extremely susceptible to ordinary
suffering severe burns, developing stone-like skin, illnesses might be a worthwhile Disadvantages.
and the like), either through an accident or intentional It is up to you to define the special effects of the Trait.
behavior. This Trait may also be ruled an innate trait in That is, how the Trait is described in real life terms is up to
some situations (just the genetic make up of the individual you. The effect of the Trait in game rule terms determines the
causes him to be generally considered unattractive), at cost or value of the Trait.
the GMs discretion. In addition, this trait could allow What Values Should I Assign?
a bonus to skill rolls in certain situations, such as When creating a new Trait, use the following guidelines for
interaction with cultures that find the feature attractive determining the effects of the Trait for each level. You should
(such as cultures that value a wider girth), at the GMs also examine similar traits presented earlier in this chapter to
discretion. help determine the values and effects of your new Trait.
The opposite of this trait is the Attractive advantage. Advantages
The characters penalty to skill rolls to which his/her Advantages provide the character with some bonus or
appearance is important is: advantage over characters without the Trait.
Inconvenience (-2): -3
Convenience
Hardship (-5): -6
A Convenience-level Advantage provides a +3 bonus to skill
Peril (-10): -9
rolls in a limited situation. The bonus should apply to one to
Unlucky three skills in different Skill Groups or to all skills within one
Accidents and freak mishaps plague the character for some Skill Group. The situation should be one that occurs less than
reason. Things just seem to go wrong for him, regardless of any once per game session on average.
precautions he may take (from carrying a lucky charm to making Alternatively, the Advantage may slightly enhance an
thorough preparations far in advance). The trait might reflect Attribute, by +1, or provide some permanent, minor special
a character who is inattentive, reckless, or just plain, well ability to the character (GMs discretion) or a temporary,
unlucky. moderate special ability that lasts up to one minute.
The opposite of this trait is the Lucky advantage. A Convenience costs 2 character points.
The character is prone to:
Edge
Inconvenience (-2): Inconvenient misfortunes in unusual
An Edge-level Advantage provides a +6 bonus to skill rolls
circumstances (e.g., trivial accidents, spilling a drink on
in a limited situation. The bonus should apply to one to three
someone)
skills in different Skill Groups or to all skills within one Skill
Hardship (-5): A costly or dangerous misfortune in common Group. The situation should be one that occurs once per game
circumstances (e.g., he misses his flight, or its late) session on average.
Peril (-10): Deadly, life-threatening dangers often and Alternatively, the Advantage may moderately enhance an
seemingly everywhere (e.g., a blown tire during a high-speed Attribute, by up to +2, or provide some permanent, moderate
chase) special ability or benefit (GMs discretion), or provide a
Weak Willed temporary, major special ability to the character that lasts up to
The character is reluctant to assert himself. He tends to one day.
follow the instructions and advice of others. This may stem from An Edge costs 5 character points.
lack of self-esteem or fear of confrontation. Gift
The opposite of this trait is the Strong Willed advantage. A Gift-level Advantage provides a +9 bonus to skill rolls in
The character is: a limited situation. The bonus should apply to one to three skills
Inconvenience (-2): Reluctant to assert himself (max WIL: in different Skill Groups or to all skills within one Skill Group.
3; attempts to persuade him are at +3) The situation should be one that occurs twice or more per game
Hardship (-5): Easily persuaded (max WIL: 2; attempts to session.
persuade him are at +6) Alternatively, the Advantage may greatly enhance an
Peril (-10): Putty in the hands of others (max WIL: 1; attempts Attribute, by up to +3, or provide some permanent, tremendous
to persuade him are automatic, or at +9 at GMs discretion) special ability or benefit (GMs discretion).
Creating New Traits A Gift costs 10 character points.
While a number of Traits are described in the rest of this Disadvantages
section, GMs and players are free to create new Traits for their Disadvantages saddle the character with some hindrance

24
Chapter Two: Characters

Combat!
or handicap that characters without the Trait dont have to deal Skills
with.
Skill Groups
Inconvenience
Skills are organized into Skill Groups, representing
An Inconvenience-level Disadvantage provides a -3
collections of skills with a logical common theme. Think
penalty to skill rolls in a limited situation. The penalty should
of it in terms of a skill tree, in which Groups are the
apply to one to three skills in different Skill Groups or to all
branches, with individual Skills being the leaves.
skills within one Skill Group. The situation should be one that
In simpler, rules-light games, only Groups are
occurs once every other game session on average.
used. In many games, however, Groups and specific
Alternatively, the Disadvantage may slightly restrict an
Skills (as well as sub-categories, called Specialties and
Attribute, by -1, or provide some permanent, minor handicap
Types) are used. Whether you use some or all of these in
to the character (GMs discretion) or a temporary, moderate
your game is up to you. See Table 6
handicap that lasts up to one minute when the situation arises.
An Inconvenience is relatively easy to overcome and has
a Control Score of 5.
An Inconvenience is worth 2 character points.
Hardship
A Hardship-level Disadvantage provides a -6 penalty to skill
rolls in a limited situation. The penalty should apply to one to
three skills in different Skill Groups or to all skills within one
Table 6
Skill Group. The situation should be one that occurs twice or
more per game session. Game Type Groups Skills Spec/Type
Alternatively, the Disadvantage may moderately restrict Very simple X
an Attribute, by up to -2, or provide some permanent, moderate
Moderate X
handicap (GMs discretion), or provide a temporary, major
handicap to the character that lasts up to one day at a time when Detailed X X
the situation arises. Very detailed X X X
A Hardship is relatively difficult to overcome and has a
Control Score of 10. Why Skill Groups?
A Hardship is worth 5 character points. Buying levels in Skill Groups is a cost-effective way of
Peril increasing the characters proficiency with all the skills in the
A Peril-level Disadvantage provides a -9 penalty to skill Skill Group. The cost is generally less (and at most the same) as
rolls in a limited situation. The penalty should apply to one to buying levels with each individual skill, presenting a discount
three skills in different Skill Groups or to all skills within one to players who wish to increase their characters scores for a
Skill Group. The situation should be one that occurs continually group of related skills.
(three or more times per game session) or constantly. Skill Group Scores
Alternatively, the Disadvantage may greatly restrict an A score in one level is applied to the score for all other levels
Attribute, by up to -3, or provide some permanent, tremendous below it, but does not add to the score of any higher level. So,
handicap (GMs discretion). a score of 1 in a Group adds +1 to the score for any Skill or
A Peril is very difficult to overcome and has a Control Specialty in that Group. This is called a cascade bonus, and
Score of 15. is written as a second score, with any cascade bonus added in,
A Peril is worth 10 character points. in parenthesis after the basic score for that level. A score of 4
Example: Cathy tells her GM that she wants her character in a Skill does not add +4 to the score of the governing Group,
to be a daydreamer, whiling away the hours lost in her own however; Cascade bonuses only apply downward, not upward.
fantasies. Her GM looks at similar traits and comes up with a Tom of the US Army has a score of 2 in the Melee Combat
new trait. Group, and he has the Knife Skill at +4. He would record the
Dreamer skills like this: Melee Weapons +2, Knives +4 (+6).
The character frequently becomes lost in daydreams and When a character buys levels in a Skill Group, any skills
fantasies. within that group that require a Type must be defined when the
Daydreaming occupies the character for: groups levels are purchased. Skill Group levels apply only to the
Inconvenience (-2): a few minutes at a time specific Skill Type selected by the character, not to all possible
Hardship (-5): a few hours at a time Types for that skill.
Peril (-10): days at a time Mike buys two levels in the Arts & Craft Skill Group. Because
Later, Roger tells his GM that he wants his character to the specific skills Art and Craft both require a Type, Mike selects
constantly have a five oclock shadow. The GM decides that, Art (Painting) and Craft (Silk-screening).
while a few people might find this unattractive, its not really Skill Levels
enough of a problem to be worth any points. He declines to The score reflects the level of competence or knowledge a
create the new trait. character possesses for that skill. Skills are listed on the character

25
Chapter Two: Characters
Combat! sheet only if the character has levels in them. These are
written on the character sheet as Skill +#, where #
is the level of skill.
Players may buy additional levels with one of the specialties
when purchasing the skill (see Buying Skills). The character pays
1 point for every 2 levels in a specialty. These levels are added
Marge is playing a member of the Naval to the basic skill score when making skill rolls involving the
Investigative Service. Her character, Special Agent specialty.
Glenn, has the Driving skill at level 3, so Marge writes Specialties are listed on the character sheet only if the
it on her character sheet as Driving +3. character has levels in them. These are written on the character
The definitions below are not absolute, but meant as sheet as Skill +# (Specialty +#), where # is the level of the
a guideline for players and GMs. To see the proficiency skill or the bonus in that specialty. Otherwise, only the base skill
each level of skill represents, comparatively speaking, is listed.
consult the Skill Levels table. From the previous example, Special Agent Glenn, has the
Specialties Writing skill with a specialty of Reports. Special Agent Glenn has
Some skill names are followed by (Spec). These a score of 4 in the base skill and she has two extra levels in the
skills include a number of related specialties within the specialty Reports, so Marge records it on her character sheet
skill. as Writing +4 (Reports +2).

Table 7

Score Description
Clueless (Non-existent): Characters with a rating of 0 in a skill have absolutely no idea about that skill or how it works. They may
0 have never even heard of it before, much less know where to begin trying to accomplish an action with that skill. All skills are rated
0 until the player uses Character Points or Experience Points to purchase at least 1 level in that skill (except for universal skills)

Novice: The character is familiar with the field, having done moderate reading on the subject or watched the skill being performed
1 by others, but has no actually hands-on experience of any significance. The character is new to the particular field or activity,
essentially an apprentice or beginner (e.g., a hobby, a soldier in boot camp, etc).

Amateur: This level of knowledge indicates the character has become more familiar with the field, having read extensively on the
2
subject with little or no format training (e.g., an apprentice, soldier fresh out of basic training, rookie, etc).

Trained: This level of knowledge indicates the character has a general working understanding of that field, having received
3 instruction from someone of Experienced level (skill of 5) or above. The character has obtained hands-on experience and practiced
extensively under the tutelage of his mentor (e.g., Associates degree, an experienced cadet, AIT or Tech School graduate, etc)

Competent: This level of knowledge indicates the character possesses a good grasp on the details and theories of his chosen field
4 or is capable of performing the action on his own without supervision (e.g., a Bachelors degree, 2-year cop, junior NCO, college
athlete, etc).

Experienced: This level of knowledge indicates the character is well qualified and informed in his chosen field, having used his
5 knowledge or completed the action on several occasions in actual situations (e.g., a veteran professional, senior NCO, veteran cop,
professional athlete, a Masters degree)

Specialist: This level of knowledge indicates the character has become highly trained or informed in his chosen field or skill to the
6 point he practices his skills on a regular or daily basis, even able to earn his living using skills in an occupation. Others may come
to the character for training (e.g., Army Ranger, black belt, Olympic athlete, a Doctorate degree).

Expert: This level of knowledge indicates the character has become an authority in his chosen field or skill, having honed his skills
7 to perfection after continuous practice and use (e.g., a 10-year Special Forces veteran). Without regular training and active use of
the skill it is nigh impossible for a character to exceed a score of 7 in most skills.

Master: This level of knowledge indicates the character has excelled in his field, surpassing others of lesser dedication to become
8 superior in quality, skill or achievement. There is very little the character does not know about this skill (e.g., a pioneer in the
field).

Genius: This level of knowledge indicates the character has risen to a level where he is using his great mental capacity, physical
9 prowess, and inventive ability to make unique breakthroughs in his field, creating his own original styles and theories and setting
new standards (e.g., Nobel Prize winning scientist).
Legendary: This level of knowledge indicates the character has achieved the most rare and highest level of skill or knowledge
possible, becoming a revolutionary figure in his field. He has become so talented that he inspires wonder, and is capable of creating,
10
theorizing or performing any most related action with minimum effort (e.g., noted physicist Stephen Hawking, martial arts master
Bruce Lee, child prodigy chess master). (Normal human max.)

26
Chapter Two: Characters

Combat!
Types Arts & Crafts: Art (Type), Cooking (Spec), Craft
Some skill names are followed by (Type). These skills (Type), Jeweler, Photography, Smith (Spec).
cover several sub-categories that may or may not be inter- Athletics: Acrobatics, Balance, Climbing,
related. Contortionist, Para (Spec), Paradrop, Sport (Type),
Players must select a specific type or category when Swimming, Throwing (Spec), Unarmed Combat (Type),
purchasing the skill. The characters score for that skill applies Rappelling
only to skill rolls involving that specific category or Type (i.e., Communication: Instruction, Negotiation (Spec),
each Type represents a separate skill). Orate (Spec), Persuasion (Spec), Poetry, Writing
Group Skill levels apply only to those Types that the (Spec)
character possesses, which must be chosen by the player when Covert Skills: Camouflage, Disguise, Forgery
the Skill Group levels are purchased. (Spec), Gambling, Lockpicking, Shadowing, Sleight of
Types are listed in parenthesis following the skill name, as Hand, Stealth
Skill (Type) +#, where # is the level of the skill. Education: Geography (Spec), History (Spec),
Paradise wants to buy the Craft skill for her character. Knowledge (Type), Language (Type), Religion (Type),
Because Craft requires the selection of a specific type of craft, Research (Spec)
Paradise selects Sculpting, and buys 2 levels in the skill. Paradise Enterprise: Accounting, Appraisal, Bureaucracy,
writes the skill on her character sheet as Craft (Sculpting) Business, Economics (Spec), Professional (Type),
+2. Trading
See Skill Levels Table 7 Focus: Area Knowledge (Type), Awareness (Spec),
Concentration, Intuition, Lip Reading
Buying Skills
Heavy Weapons: Artillery (Spec), Machine Guns (Spec),
The player spends Character Points to purchase skills.
Missile Launchers (Spec), Portable Launchers (Spec), Vehicle
The maximum score that a skill can have is 10 (this can be
Weapons (Spec)
modified upwards with bonuses gained from AdvantagesSEE
Investigation: Cryptography, Deduction, Forensics, Intel
Advantages).
Analysis, Interrogation, Plea Bargain, Surveillance (Spec)
Groups cost 5 points per level. Skills (including Skills
Medicine: Dentistry, Treat Injury * (Spec), Physician
requiring a specific Type) cost 1 point per level. A Specialty
(Spec), Pharmacology, Surgery (Spec)
costs 1 point for 2 levels. Levels in a specialty may only be
Melee Weapons: Axes (Spec), Bayonets, Flexible Weapons
purchased in pairs (i.e., a character cannot purchase 1 level in a
(Spec), Knives, Maces/Clubs (Spec), Polearms (Spec),
Specialty).
Swords
The cost for each level of skill is shown in Table 8.
Military Sciences: Combat Engineer (Spec), Demolitions
(Spec), Gunsmith (Type), Strategy (Spec), Tactics (Spec)
Table 8 Nature/Outdoor: Animal Handling (Spec), Fish and Game
Level Cost (Spec), Navigation (Spec), Riding (Spec), Survival (Spec),
Group 5 Pts/Lvl Teamster (Spec), Tracking
Skill 1 Pt./Lvl Performance: Acting, Dancing (Spec), Instrument (Type),
Skill (Type) 1 Pt./ Lvl Juggling, Mimicry, Singing, Slight of Hand
Skill (Specialty) 2 Lvl/1 Pt.
Sciences: Astronomy, Biology (Spec), Chemistry (Spec),
Mathematics, Physics (Spec)
Simple Missile Weapons: Boomerangs, Bows (Spec),
Skill List Crossbows (Spec), Sling Weapons (Spec), Slingshots
Italicized skill names indicate a universal skill. All characters Small Arms: Black Powder Weapon (Spec), Pistols, Rifles,
receive universal skills at +2 for no cost. Characters with no Shotguns, Sub-machineguns
points spent on a universal skill still receive the +2 bonus. Any Social: Bluff, Conversation*, Intrigue, Philosophy, Sense
points spent on a universal skill add to this default level.

27
Chapter Two: Characters
Combat! Deception/Motive, Society (Type), Style, Symbols
Social Sciences: Anthropology (Spec), Archaeology
(Spec), Criminology, Politics, Psychology (Spec)
Photography
The skill of taking photographs of various subjects (REF)
and developing them from film to print (INT). Use of this skill
Technical: Communication Operations, Computers to take pictures requires a camera, and developing film requires
* (Spec), Electrician, Electronics (Spec), Engineering access to a film lab, with the proper chemicals, photosensitive
(Type), Mechanic (Spec), Operate Electronics (Spec), paper, and possibly other equipment.
Air Traffic Control Smith (Spec)
Transportation: Driving (Spec)*, Piloting (Spec), The skill of forging and crafting items from metal (bronze,
Sailing (Spec), Watercraft (Spec) iron or steel, depending on the period and technology level of the
* Indicates a universal skill setting or culture).
Skill Descriptions Weaponsmith is the skill of creating bladed weapons, such
The following section provides descriptions for as knives, swords, spearheads, arrowheads, and the like. The
the skills listed on the Sample Skill List in the previous creation of handles and shafts requires woodworking (a specialty
section. of the Craft skill), although if the character has access to these
Arts & Crafts Skill Group finished items he can complete the weapon in question.
Arts & Crafts skills are those primarily concerned Blacksmith is the skill of creating metal tools (such as
with the creation of tools and knickknacks, entertainment hammers), blunt weapons, horseshoes and the like.
and pleasurable pursuits. Specialties: Armorer, Blacksmith, Weaponsmith.
Art (Type) Athletics Skill Group
Characters with this skill are adept at creating works of art in Athletic skills are those involving physical pursuits, exertion,
a particular medium (REF). They also understand the finer points and sport. The Athletic Skills group includes the following
of artistic expression (INT) and can appreciate works of art more skills.
than the average person (PRE). Acrobatics
A type must be selected when this skill is bought. This skill Characters with this skill are very agile and able to perform
may be purchased more than once, each time for a different type flips, tumble, and swing in exciting, swashbuckling fashion
of Art. (REF). Acrobatics is very useful for sailors who spend a lot of
Successful use of this skill means the character creates time up in the rigging, balancing on swaying masts, and so on.
a quality work of art, recognizes the creator of the work, or While any character can attempt such actions by making a REF
appraises the quality or value of such works created by others. check (see Attribute Rolls), characters with this skill do so in a
The effect number of the roll determines the quality of the work; much more flamboyant and impressive manner.
the higher the effect number the better the quality, and, thus, the A successful use of this skill also allows a prone character to
better the viewers impression of the work. regain his feet as a free action, to roll with a punch (halving any
This skill may also be used as a complementary skill to Social damage received from a blunt blow), reduce damage from a fall
skills in the appropriate circumstances, such as if the character is (subtract the skill level in meters from the distance fallen before
giving a work of art as a gift (at the GMs discretion). determining damage) or impose a -3 to skill rolls for attacks made
Types: Painting, Pottery, Sculpting, Sketching. against him that phase, due to his incredible dodging ability (may
Cooking (Spec) be added to any bonuses for the Dodge maneuver).
The skill of creating meals, from simple edible dishes Acrobatics may be used as a complementary skill to
to elaborate, gourmet meals (INT) including even artistic Climbing and Jumping (GMs discretion).
presentations of food (PRE). Balance
Specialties: Cuisine, Ethnicity (e.g., Chinese, Italian), Fast Roll: The character can walk on a precarious surface. A
Food, Gourmet. successful roll lets the character move at half his or her speed
Craft (Type) along the surface as a move action. A failure indicates that
the character spends his or her move action keeping his or her
Characters with this skill are adept at some craft, as defined
balance and does not move. A failure by 5 or more indicates that
by the player, and understand the finer points of their craft,
the character falls. The difficulty varies with the conditions of
including common tools, patterns, and methods associated with it
the surface.
(INT). The character is able to create attractive and/or functional
items (depending upon the defined craft) and earn a living with Being Attacked While Balancing: While balancing, the
his craft (REF). character loses his or her Reflexes bonus to Defense, unless the
character has 4 or more levels in Balance. If the character takes
Types: Candle-making, Glazing (i.e., lacquering), Cobbling,
damage, he or she must make a Balance roll again to remain
Shipwright, Tanning, or any other reasonable craft that the player
standing.
and GM agree upon.
Time: Balancing while moving one-half the characters
Jeweler speed is a move action.
The skill of crafting fine jewelry from precious metals
(silver, gold, platinum, etc.), stones and gems (REF). Characters
can also appraise the quality and value of such items, create rings,
necklaces, brooches, set stones, and so on (INT).

28
Chapter Two: Characters

Combat!
forest means the character has become fouled in the
Table 9 brush 10-100 feet above the ground. Getting down
usually involves climbing or simply cutting yourself
Narrow Surface TN* Difficult Surface TN
free and falling the remaining distance.
Failing the check from a high speed or low altitude
712 in. wide 12 Uneven or angled 12
insertion results in 1-4 points of damage per 2 points
26 in. wide 15 Slippery surface 12 by which the character missed the TN (in addition to
Less than 2 in. wide 18 possibly landing off target, and landing somewhere
*Add +4 to the TN if the narrow surface is slippery or angled; add dangerous). The character may attempt either a Reflex
+8 if it is both slippery and angled. Roll (TN 18), or an Acrobatics roll (TN 15) to reduce
this damage by half.
Accelerated Movement: The character can try to cross a Forces on the ground need to roll an Awareness
precarious surface more quickly than normal. The character can roll (TN 12) to detect incoming paratroopers 1-6 rounds
move his or her full speed, but the character takes a 5 penalty on (50-300 ft) before landing. Paratroopers in the air are
his or her Balance check. (Moving twice the characters speed in extremely vulnerable to enemy fire, being treated as
a round requires two checks, one for each move action.) flat-footed both while in the air, and for 1-4 rounds after
Accelerated movement, allowing the character to balance they land (while the soldiers get free of their heavy
while moving his or her full speed, is also a move action. parachute riggings). A successful Paradrop skill (TN
15) will allow a character to get clear of his riggings in
Climbing
the minimum time (1 round).
Characters use this skill when climbing difficult surfaces or
For these reasons, soldiers will only be dropped into a
items, such as cliffs, walls, or ropes (STR). A successful check
hostile landing zone when absolutely necessary. Often Special
allows the character to move a number of meters equal to one
Operations forces will be sent in first, to make sure an area is
half his MOV score or equal to his Climbing score (whichever
secure (neutralizing any enemy forces encountered) before more
is greater). Failure means the character has lost but regained his
conventional troops are paradropped in.
grip or footing, and has made no progress that turn. A serious
failure (two or more levels below the difficulty of the roll) means For special operations, the HALO, or High Altitude Low
the character has fallen (see Falling). Opening method of deployment is considered the ideal. Troops
are dropped from extreme altitude, making the presence of
Climbing is a Universal Skill; all characters receive it at
aircraft harder to detect. The soldiers so deployed then wait until
level 2 at no cost.
they are extremely low before deploying their parachutes. HALO
Contortionist landings are only spotted by forces on the ground on a Awareness
Characters with this skill can contort their body into difficult roll of 18 or higher, and if a HALO drop is spotted, forces on the
or unusual positions (REF), and remain in such positions for ground only have 1-2 rounds at which to attack the incoming
long periods of time (HLT). Contortionists often also have a paratroopers.
complementary Physical Advantage, such as double-jointed. LALO, or Low Altitude Low Opening method of deployment
Para (Spec) is also very popular, used when aircraft must come in under the
Characters with this skill can use various types of paraflight radar of a potentially hostile group, or to avoid a diplomatic
apparatus, including hang gliders and paragliders (REF). This incident. LALO insertions are risky, as the soldiers are pulled
skill excludes Paradroping (using a parachute) as it is its own from the craft, their chute opens, and they hit the ground, all in
skill. under a minute. On a LALO jump, characters receive 2d6 points
Specialties: Hang Glider, Paraglider. of subdual damage from the stress and impacts of the jump.
Paradrop
Airborne insertions are a powerful military tool for inserting Table 10
soldiers behind enemy lines for scouting, surprise raids, and Sample Actions TN
special operations. In modern warfare, heavily fortified positions
can be bypassed, encircled, and defeated with far less casualties Land within 100 feet of target 15
than were taken in past conflicts. This skill allows a character to Land within 100 yards of target 12
land precisely where she wishes to, and also allows parachuting Land within one mile of target 5
under less than ideal conditions (from a very fast-moving craft, Paradrop Safely through dense Foliage 21
a low-flying craft and so forth). This skill also covers preparing HALO +5
equipment to be dropped. LALO +5
Failing this check means the character lands 100 yards off Paradrop Equipment 18
target for every two points by which his roll missed the TN.
Failing a check by more than 5 means the character has landed Clear Riggings in 1 round 15
somewhere dangerous (depending on the situation, a dangerous
landing could be in proximity to enemy soldiers, power lines, Rappelling
dense foliage, etc). Rappelling is a special skill involving ropes rigged
Failing the check to safely land in dense foliage such as a specifically for this purpose. Special Forces use Rappelling to

29
Chapter Two: Characters
Combat! quickly insert troops into a landing zone without the
landing craft (typically a helicopter) needing to land.
A character that makes a successful Rappelling check
Communication Skill Group
Giving an Order
Your character wants it done, and your character wants it
can descend 100 feet per round by Rappelling. Each 100
done now. No questions. No thinking. Just do it. This use of the
feet descended by Rappelling requires a new skill roll.
Intimidate skill, in addition to the normal affects of the Intimidate
If this roll is failed, the character has become fouled in
skill (which is useful for getting uncooperative troops to obey
the ropes, and dangles helplessly, 10-60 feet above the
your characters commands), allows a character to temporarily
ground (add 100 feet for each skill roll the character has
remove the effects of combat fatigue and such being suffered by
not yet made if Rappelling more than 100 feet), exposed
those around him. See Table 11
to enemy fire. This roll can be retried each round, or
the character can cut himself free and fall the remaining Table 11
distance to the ground.
Condition TN Effect
Sport (Type)
Characters with this skill are adept at organized
athletic activities not already covered by other skills. Mental Fatigue 15 Condition removed
Skills not covered by this ability include Archery
and Swimming. The character knows the rules of the Character is mentally
Mental Exhaustion 15 fatigued for duration of
game (INT) and can compete in the sport. Some sports
combat
involve primarily stamina, such as long distance running
(HLT), or strength, such as power lifting (STR). Most sports are Character is mentally
Mental Paralysis 18 exhausted for duration
predominantly agility-based, however, such as bowling, baseball,
of combat
cricket, and similar sports (REF).
A Type must be selected when the skill is purchased. This Character is mentally
Mental
21 exhausted for duration
skill may be purchased more than once, each time for a different Breakdown
of combat
type.
Types: Baseball, Basketball, Bowling, Cricket, Football
Characters without the Voice of Command Advantage suffer
(American), Hockey, Soccer (i.e., European football), or other
4 on Intimidate skill checks for this purpose.
sports allowed by the GM.
For purposes of giving Orders to Units (see the Small Unit
Swimming Combat section for more information), a character does not
Characters with this skill are able to swim in water deeper need to check if he is the recognized commander of the unit in
than waist-level (REF) and can stay afloat for long periods of time question. The character simply uses an attack action and issues
(HLT). No skill roll is needed to tread calm water. Rough water, the Order.
however, requires the character to make a skill roll to keep his In a case where the character is not the recognized leader
head above water each turn (STR). Failure means the character (because that leader has been killed), the character must make an
has gone under and may be subject to drowning if a character Intimidate check (TN 15), in order to be recognized as the units
cannot resurface on the subsequent turn by making a successful new leader. After that, the character may issue Orders normally.
Swimming roll (see Asphyxiation and Drowning). In a case where two or more characters give a unit conflicting
This is an important skill for sailors, competition swimmers, Orders, roll skill vs. skill, using the Intimidate skill for all
Navy SEALs, and the like. characters issuing Orders. The character with the highest skill
Throwing (Spec) check will be obeyed. If two character tie for the highest skill
Characters use this skill to throw objects, such as rocks and check, the unit does nothing that round. This is one reason (of
stones, for accuracy (REF) or distance (STR). (See Combat for many) why units strive to have a clear chain of command.
rules on making attacks, damage, and so on). It can be used to Instruction
throw a grappling hook, toss a weapon to a friend, to play darts, Characters with this skill are able to teach others, imparting
or to hurl a spear at an opponent. wisdom and knowledge to their charges (PRE). Characters may
Throwing is a Universal Skill; all characters receive it at instruct others in those areas which the teacher himself is trained.
level 2 at no cost. The maximum skill level a student may obtain from study is
Specialties: Darts, Football, Javelin, Knives, Stones, et al. equal to the average of the teachers Instruction skill and the skill
Unarmed Combat (Type) being taught.
The skill of unarmed, hand-to-hand fighting. Characters Rourke has an Instruction skill of +4 and a Swords skill of
must choose a type or style of unarmed combat when this skill is +6. The average score of these two skills is 5, so the highest level
purchased. This skill may be purchased multiple times, each time he can train any student in Swords is a 5.
for a different type of unarmed combat. Instruction is a Universal Skill; all characters receive it at
Unarmed Combat (Brawling) is a Universal Skill; all level 2 at no cost.
characters receive it at level 2 at no cost. Negotiation (Spec)
Types: Aikido, Brawling, Judo, Karate, Kung Fu, Sumo, Characters with this skill are adept at reaching compromises
Wrestling, et al. and relaying information without offending the recipient.

30
Chapter Two: Characters

Combat!
Negotiation is an important skill for envoys, diplomats, inspiring or moving an audiences emotions with the
politicians, and police crisis negotiators. spoken word. Characters with the Orate skill know how
When engaged in negotiations, the character states his to tell stories, issue commands, present information
goal (or demand) and makes a Negotiation roll against a Target (such as news), give speeches, tell tales and otherwise
Number set by the GM. The difficulty number is based on the inform (INT), entertain or motivate (PRE) listeners.
others partys general reaction to the characters stated goal (see Orate could also be used to kill time or bore someone
Table 12). to death (WIL).
Orate can be used as a complementary skill to
Table 12 Acting and Poetry (for monologues and one-person
Reaction to Demand/Goal Base Difficulty performances), Strategy (for leading and inspiring
Adamantly opposed (to the death) Legendary (TN 30) troops in battle) and Persuasion.
Specialties: Command (i.e., leadership), News
Generally opposed Extreme (TN 27)
Reporter, Speeches.
Somewhat opposed Demanding (TN 24)
Apathetic, unimpressed Difficult (TN 21)
Persuasion (Spec)
This is the skill of using ones voice, logic,
Somewhat agreeable Challenging (TN 18)
expression, body language, or some combination,
Generally agreeable Tricky (TN 15) to influence others. Persuasion can be in the form of
Enthusiastically Agreeable Average (TN 12) an intimidating glare, a boastful challenge, batting
ones eyes (seduction), stroking a cheek (consolation),
The target number represents the difficulty for the negotiator grasping the handle of ones sword in a threatening manner, or
to achieve his stated goal while also making several concessions invoking the name of ones superior (or even God).
to the other party. The character makes a contested Persuasion roll against
If the effect number of the Negotiation roll is 3 or higher, the subjects WIL + Concentration roll. If the characters roll
then the negotiator need make only one concession. If the effect is higher than the person he is trying to persuade, then he is
number of the Negotiation roll is 6 or higher, the negotiator successful. The other person sees things the persuaders way (at
achieves his goal without making any concessions. See Table 13 least to some degree) and will act accordingly.
The GM should allow skills appropriate to the situation to
Tablr 13 be used as complementary to the Persuasion roll. A character
may also add one half of his Fame or Infamy score to the roll, if
Effect Number Agreement with
appropriate (GMs discretion). The GM may also award a bonus
0-2 Several concessions of +1 to +3 to the players roll for good roleplaying.
3-5 Only one concession Specialties: Bribery, Fast Talk, Intimidation, Propaganda,
6+ No concessions Romance, Seduction.
Poetry
It is up to the negotiator (or perhaps his superior) to decide Characters with this skill are adept at composing (INT) and
if the final offer is acceptable. If so, the agreement is made and reciting poetry (PRE). They also understand the finer points of
the deal struck. If not, then the negotiations are called off, at least poetic expression and can appreciate poetic recitals more than
for this round. the average person (PRE).
Negotiations may last from several minutes to several Successful use of this skill means the character performs in
months, depending on their nature and other factors, including a manner that moves the audience (PRE), or appraises the quality
the method of communication, and so on. It is up to the GM of such writing or performances by others (INT). The effect
and the players to determine how much of the negotiations are number of the roll determines the quality of the performance; the
covered by the skill roll. A Negotiation skill roll can represent higher the effect number the better the performance, and, thus,
the entirety of the negotiations, a single round of negotiations or the better the audiences reaction.
each individual point of a negotiation. This skill may also be used as a complementary skill
This resolution system is intentionally abstract. A to Persuasion in the appropriate circumstances (at the GMs
concession represents any reasonable demand or condition discretion).
made by the other party that the negotiator can meet. If it is
Writing (Spec)
important to know the exact nature of the concessions, the GM
Characters with this skill are capable of composing creative
should consider forgoing the skill roll altogether and simply role-
written works (INT). They also understand the finer points of
play the negotiations in the game.
written expression and can appreciate compositions within their
Diplomacy represents the skill of negotiation between
specialty more than the average person (PRE). It is an important
nations or large organizations, Hostage negotiation is the skill of
skill for bards and anyone wishing to create original songs. The
negotiating with hostage-takers, and Political negotiation is the
appropriate performance skill is required to actually perform the
skill of negotiation among or between politicians.
composition.
Specialties: Diplomacy, Hostage, Political.
A specialty must be selected when this skill is bought.
Orate (Spec) Successful use of this skill means the character composes
This is the skill of effectively communicating ideas and a quality work, or appraises the value or quality of such

31
Chapter Two: Characters
Combat!

compositions by others. The effect number of the If used to cheat at a game of chance, the total of the characters
roll determines the quality of the composition; the higher Gambling roll is used as the difficulty number for Awareness
the effect number the better the writing, and, thus, the checks made by the other players to spot the cheat (i.e., to catch
better the audience or readers reaction and impression. him in the act). If not caught, the cheater automatically wins. If
This skill may be used as a complementary skill to the both players are cheating, use a simple contested Gambling roll
appropriate skill when the composition is performed. For for each player; the person with the best roll wins the game), and
example, Writing (Music) is complementary to the Instrument allow both players an Awareness roll to try to catch the other
skill, Writing (Speeches) is complementary to Orate, and so on. cheating.
Specialties: Comedy, Journalist, Literature, Music, Lockpicking
Playwright, Screenwriter, Speeches. Characters with this skill are proficient with picking locks
Covert Skill Group and bypassing other simple mechanical security measures (REF).
Camouflage This skill requires a set of lock-picking tools to be effective; -3 if
This skill can be used to hide stationary objects. In modern only improvised tools are available.
warfare this is especially handy to protect artillery, armor and Shadowing
other important material assets from air attack and satellite The skill of following others without being seen (INT).
observation. Simply make a contested Camouflage roll against Characters with this skill are able to keep a target within site while
the Awareness (Sight) skill from someone attempting to locate walking or driving behind him, while remaining inconspicuous
or see the object. and remaining unnoticed. The GM should require characters
Disguise using this skill to make periodic skill checks, with the frequency
This is the skill of assuming another identity. It is usually and difficulty based on the environment and the shadowing
accomplished by changing ones clothes, putting on a wig, characters chances of blending in.
applying makeup, and so on (REF). The GM should make the Charlene is playing Veronica X, an international secret
skill roll for the player in secret, noting the total of the roll and agent. She is following her target through a crowded market in
using it as the difficulty number for Awareness rolls for anyone Cairo. The GM decides that a busy market in Cairo is pretty
who scrutinizes the disguise. easy to hide in but Veronica X is a blonde and she is wearing
her trademark black latex jumpsuit (so she stands out just a tad).
Forgery (Spec) The GM decides that Veronica must make a Difficult Shadowing
Characters with this skill are able to create remarkable skill roll (TN 21).
forgeries of documents, seals and the like (REF). The total of
If the skill roll fails, then the subject gets a Tricky Awareness
the characters Forgery roll is used as the target number for
roll to notice the character. If the character being followed
Awareness checks made by anyone scrutinizing the forgery to
is actively watching for anyone following him, have both
detect its true nature.
characters make a contested Shadowing versus Awareness roll.
The original being copied must be available to the character The character with the higher effect number wins the contest.
for an accurate copy to be made. If the original is not available,
the character uses INT with the skill (because he is working from Sleight of Hand
memory) and suffers a -6 penalty to the skill roll. Characters with this skill can lift items from others,
Specialties: Crests & Seals, Documents, Handwriting misdirect viewers eyes, and conceal items and the like (REF).
When a character uses Sleight of Hand against another, use a
Gambling simple contested skill roll of the characters Sleight of Hand
Characters with this skill know how to play common games versus the subjects Awareness. If the subjects Awareness roll
of skill, such as cards, backgammon, and the like (INT). In beats the Sleight of Hand roll, the other person has caught him
addition, characters can use this skill to cheat at games of chance in the act, knows which shell the ball is under, or otherwise wins
(REF), such as dice and roulette. the contest.
If used for games of skill, use a simple contested Gambling
roll for each player; the person with the best roll wins the game.

32
Chapter Two: Characters

Combat!
Stealth the BODY group or both the Body and Mind groups.
This skill is used to hide oneself in shadows and move Peter Parker has the Knowledge skill Photography
silently. The total of the Stealth roll is used as the difficulty at 4. Peter understands how to use a camera, take
number for Awareness checks made by anyone who may spot pictures, develop film, andbecause his skill is a 4can
the character (whether actively searching or otherwise, as the even hold a job as a newspaper photographer. When
situation dictates). taking normal run-of-the-mill photos, the skill uses
Dianes character Renee is trying to follow a man through Peters INT. If Peter is taking photos at a sports event
the streets of London, without herself being seen by him. Diane or in the middle of a fight, he might use his REF instead.
makes a Stealth roll, for a total of 18. When the GM makes an Then, when hes back in the photo lab, developing
Awareness roll for the man to notice Renee, his difficulty number the pictures, any skill rolls there would likely use INT
will be 18. again.
This skill can also be used to hide items up to and including The GM is encouraged to develop different
large animals, such as horses. The GM makes a single roll. The Knowledge skills, and to separate them as new, unique
effect number of the roll is used as the difficulty number for skills for his game. Depending on the specific topic
Awareness checks made by anyone searching for it. covered, a Knowledge skill may be considered as being
Renee has ridden her horse into the woods to escape several a Type, a Specialty, or neither, at the GMs discretion.
pursuers. Thinking that she can escape notice if she hides her Knowledge skills can be renamed and even moved to a
horse, she rides into the brush, dismounts, and attempts to more appropriate Skill Group (or a newly created Skill
conceal herself and her horse. The GM makes a Stealth check, Group), based on the GMs discretion and the setting
for a total of 20. When the GM makes Awareness rolls for the (time period and culture). Knowledge skills should not be created
pursuers to spot Renee, their difficulty number will be 20. that duplicate other existing skills, however.
Stealth is a Universal Skill; all characters receive it at level Suggested Types: Civil Science, Cuisine, Family History,
2 at no cost. Humanities, Military Traditions, Mythology, Navy Ships, Wines,
or any other general or specific topic that the GM approves.
Education Skill Group
Education skills are those skills gained primarily from formal Language (Type)
study, whether at a university, monastery or other institute. Most Characters with this skill understand and can speak a foreign
Education skills are associated with the Mind attribute group. language. If the character is literate he can also read and write
The Education skill group includes the following skills. the language (does not apply to languages for which there is no
writing system, such as traditional Navaho).
Geography (Spec)
This skill much be purchased separately for each language
This skill covers knowledge of natural features of the earth,
that the character understands.
landmarks, climate, political, as well as cursory knowledge of the
All characters start with a score of 3 in their native language
borders and inhabitants of the nations of the world. Characters
(unless they have a trait that limits their starting score). The
with this skill can identify internationally known landmarks,
characters native language should be noted on the character
the location of major bodies of water, the average climate and
sheet.
rainfall of a given country, and so on.
In addition to being used in skill rolls, the skill score
Specialties: Specific region or continent.
represents the characters fluency with the language. See Table
History (Spec) 14
Characters with this skill know a great deal about history and
can recall general or specific details with a successful skill check
(INT). The more obscure the detail or more distant the subject Table 14
from the characters locality, the higher the required difficulty Level Fluency
of the roll is.
Rudimentary; simple words and phrases only. Thick,
Thomas, having recognized a tapestry as belonging to Lord 1
noticeable accent
Culler, tries to recall information about the lords family from
Basic, simple conversations. Moderate accent (requires
history. The player makes a History skill check for Thomas and 2
Average Awareness roll to detect)
succeeds, so the GM tells the player that Thomas recalls that
Conversational fluency. Minor accent or regional
Lord Culler died on the battlefield 20 years ago.
3 dialect (requires Challenging Awareness roll to
Specialties: Locality, National, Organizational, World. detect)
Knowledge (Type)
4 Fluent, complex dialogue and expressions. No accent.
Characters with this skill are knowledgeable about some
specific subject. The player chooses the subject when the skill 6 Expert. Speaks perfectly, better than most natives
is purchased. The subject can be trivial or important in its scope.
Most Knowledge skills are attached to the Mind group. Master, command of the language rivals the most
8
If knowledge skills involve the practical application of a learned scholar (very rare)
skill, the character is also able to perform the task associated with
it. A character may hold a job requiring the skill if the skill score Language (Type) is a Universal Skill; all characters receive it
is 3 or higher. Skill rolls for such skills may be associated with at level 3 for their native language at no cost.

33
Chapter Two: Characters
Combat! The 20 most commonly used languages in the world
(in alphabetical order) are: Arabic, Bengali, Cantonese,
English, French, German, Italian, Japanese, Korean,
a sword could use Smith (Weaponsmith) as a complementary
skill to the Appraisal skill roll.
Bureaucracy
Tamil, Telugu, Hindi, Malay / Indonesian, Mandarin, The skill of dealing with bureaucracies and cutting through
Marathi, Punjabi, Urdu, Portuguese, Russian, and red tape. Characters with this skill know what to expect from
Spanish. bureaucracies, how long things will take to get done and why
Religion (Type) (INT). In addition (and more beneficially), they also know how
Characters with this skill are knowledgeable in to get things done more quickly than normal, how to get in to see
the history, traditions, tenets and ceremony of major the right people, and so on (PRE). Conversely, characters with
religions (INT). When this skill is purchased, the this skill also know how to and how to slow projects down and
character must specify one primary religion to which impede requests to see people (WIL).
the skill score applies. Business
Steven has the skill Religion (Christianity) +5. He The knowledge and skill of running a business, from a
has a skill of +5 with his specialty (Christianity) but no lemonade stand to a multinational corporation. Business focuses
practical knowledge of other major religions. on the day-to-day running of the business, including inventory,
Religion may be used as a complementary skill customer service, public relations and sales, but also covers
to other applicable skill rolls (GMs discretion). For broader topics, such as supply and demand, marketing, taxes,
example, the GM should allow Religion to be used as and business laws (INT). Business can also be used for skill rolls
complementary to a Philosophy roll if the character is involving customer service and public relations (PRE).
involved in a religious debate. Specialties: Marketing, Operations, Personnel, Public
Types: Christianity, Islam, Judaism, Paganism, Wicca or any Relations.
other religion allowed by the GM.
Economics (Spec)
Research (Spec) The study and knowledge of the production, distribution
The skill of researching a topic (a person, place or thing, and consumption of goods. Characters with this skill understand
such as a rare artifact, an event or a ship) to discover clues, the basics, such as the law of supply and demand, as well as
evidence or general or detailed facts about it. Sometimes research advanced economic theory. This skill is more the science of
is simply a matter of locating where something is supposed to be, economics than the knowledge of running a business. Characters
such as when looking for a known book in the library (INT). In with the Economics skill can act as advisors, researchers, and
other instances one must perform tedious research to find the the like, though they may have no practical experience running a
answer, such as when looking for an obscure passage in a huge company (that would require the Business skill, above).
tome with no index (WIL). Specialties: Business, National, World.
Research can be accomplished on the Internet, in a library, a
Professional (Type)
laboratory, in a newspaper morgue, a corporate Human Resources
This skill represents a skill (or set of skills) for a specific
office, or wherever the GM thinks is reasonable and appropriate
profession not otherwise represented in the skill list. Characters
for the character to conduct the research. Remember, too, that
with the Professional skill are able to do the job and operate any
sometimes getting into the place can be a task in and of itself!
equipment normally associated with the profession. As with all
The higher the effect number, the more information is
skills, the higher the skill score the better the character is at his
gleaned about the topic.
job.
Specialties: Internet, Library, Medical, Publications,
Some professions may require special tools or equipment
Records, Scientific.
to perform adequately. The GM should determine if a given
Enterprise Skill Group profession requires tools or not.
Accounting Professional (Type) is a Universal Skill; all characters
The skill of keeping track of the money in any venture. This receive it at level 2 at no cost. A Type must be selected for the
includes, but is not limited to, receipts, supply expense, rent, and skill.
all other areas of a profit and loss statement. Types: Specific career (attorney, farmer, fire-fighter,
Appraisal fisherman, page, police officer, rancher, soldier, student, weaver,
Characters with this skill can appraise the approximate etc.)
value of items, including items for which the character does not Trading
possess a relative skill. Appraising an item requires a Challenging Characters with this skill are adept at negotiating a mutually
Appraisal skill roll (TN 18). agreeable price for a service or goods. Trading is an important
The skill roll may be modified depending on the following skill for merchants, traders, service providers, and business
conditions. All modifiers are cumulative. owners of all kinds.
-3 Character has no training in or knowledge of the item Either the buyer or seller can initiate a negotiation. When
-3 Item is a rare or obscure specimen negotiating a price, the buyer and the seller make contested
-3 Unable to inspect or examine the item closely Trading rolls (use just WIL + 3d6 if a character does not possess
Characters may use appropriate skills as complementary to the Trading skill). The winner gains a 5% advantage to the base
Appraisal (GMs discretion). For instance, a character appraising (list) price for each point of difference between the winners and

34
Chapter Two: Characters

Combat!
losers effect number. This represents the best, final offer. It city could use it as complementary to Driving skill rolls
is up to the loser to decide if this final offer is acceptable. If during a car chase through the city, a character with
so, the agreement is made and the sale made. If not, then the an Area Knowledge of a terrain type could use it as
transaction is called off. complementary to a Survival skill roll, and so on.
Lou is playing Corporal Darren Newman. Corporal Newman
is in foreign country browsing at a souvenir vendors stall and Table 15
finds a rug (which has a list price of 20 dollars) that he wants to
buy for his mother back home. But Corporal Newmans money Difficulty Level of Detail
is a little tight, so rather than paying tourist prices he decides -- Very Minor Detail
to try to haggle with the vendor. Corporal Newman doesnt have Minor Detail (e.g., location of
Average (TN 12)
the Trading skill so Lou rolls his WIL of 4 + 3d6, and gets a total convenience store)
of 17. The GM rolls the vendors PRE (4) + Trading (4) + 3d6, Moderate Detail (e.g., Names of
Tricky (TN 15)
for a total of 15. Because Corporal Newmans effect number was prominent citizens)
2 points higher than the vendors was, he gains a 2 x 5 = 10% Good Detail (e.g., names of local
Challenging (TN 18)
leaders)
advantage in the price. Corporal Newman can buy the rug for18
dollars. Difficult (TN 21) Much Detail
This resolution system is intentionally abstract. The base Demanding (TN 24) Great Detail
price is the standard list price for an item (as determined by the Extreme (TN 27) Incredible Detail
GM or published price list). The initial price from each person Legendary (TN 30) Down to the last detail
isnt actually stated, and the final price resulting from the
negotiations represents the best offer that the loser can get from
the winner.
Focus Skill Group Table 16
Area Knowledge (Type)
Size of Area Modifier
Characters with this skill are familiar with the geography Apartment Comples, Street +6
and popular culture of a certain area, be it a single street, a Neighborhood, Village, Town +3
neighborhood, a shire, a city, a terrain type (mountains, caverns) Large city (New York, Tokyo) +0
or an entire planet or star system. With a successful skill roll, State, Small country -3
characters with an Area Knowledge know the lay of the area, Large country, continent -6
and can locate major and minor landmarks, major businesses or Planet -9
organizations, utilities, transportation centers (e.g., bus stations,
ship ports and airports), and even knows notable people in the Types: Specific locale or terrain.
area, such as local celebrities and other popular folk. Awareness (Spec)
The level of detail sought by the character determines the This represents the characters ability to spot, smell, hear or
TN. On a successful roll, divide the effect number of the roll by taste things that may otherwise escape attention (INT). The GM
three, dropping any fractions. This is the number of additional should call for an Awareness check any time a character may
pieces of information the GM should provide to the player. encounter a potential clue, may spot a shadowy figure in an alley,
Conversely, if a character is trying to recall as much detail or any other appropriate situation. A success means the character
as possible but has no specific information he is seeking, simply has perceived the person or thing (a slight breeze, a shadowy
have the player attempt the skill roll and compare the total of the figure, a minor detail, or what have you). An effect number of 6
roll to the table below to determine how much detail the character or higher means the character has perceived the item in detail;
is able to recall about the area. the GM should provide additional information about the person
Max knows that his target likes to hang out in expensive or thing in question that will assist the character.
nightclubs frequented by local celebrities, so Ross asks the Awareness is a Universal Skill.
GM for a short list of likely places that fit the description. The Some new uses for this skill include:
GM decides that this information requires a Challenging Area Radar Operation: Even with modern advanced radar
Knowledge roll (TN 18). Because big city is the default area systems, the eye of the operator is still key in determining the
size for skill rolls, there is no modifier to the difficulty. Ross difference between a large cloudbank and a squadron of incoming
attempts his skill roll22! The GM gives him the names of three fighters. A successful Awareness roll will allow the operator to
nightclubs that match his criteria. Because Ross needed an 18 distinguish natural phenomena from aircraft at a range of several
but rolled high enough to achieve the next higher difficulty level miles. Characters without the Radar Operation skill take a 4
(with a corresponding Target Number of 21), the GM tells Ross penalty to awareness checks for Radar Operation.
that of the three nightclubs, the Neo-Matrix is currently the NBC Detection: Many Nuclear Biological and Chemical
hottest spot in town, since it changed owners last month. Ross weapons have subtle effects in their early stages, or in the case
takes the hint and Max gets on his motorcycle and heads for the of many biological weapons may be difficult to detect under any
Neo-Matrix club. He has someone to capture circumstances. A Awareness roll (TN 12 for a nuclear/radiological
Area Knowledge can be used as a complementary skill to any weapon, TN 15 for a chemical weapon, or TN 18 for a biological
appropriate skill rolls. A character with Area Knowledge of a weapon) will alert a character to the presence of dangerous

35
Chapter Two: Characters
Combat! materials in time to don protective gear without needing
to make an Attribute Roll (assuming the character has
the right NBC gear handy). This use of the Awareness
sophisticated enough to identify submarines by name by the
sound they make when moving through the water. This skill can
be opposed by either the Drive or Stealth skill (GM discretion) of
skill takes a 4 penalty unless the character has the NBC an enemy submarine in submarine warfare. See the new combat
advantage. rules section on submarine warfare for more information.
Reconnaissance: A key use for special operations Active Sonar grants an operator a +10 to his skill check,
forces is reconnaissance. Knowing where your but grants the same bonus to any enemy in the area to detect
characters enemy is, in what numbers, how he is him. Thus, this method of sonar detection is often only used by
defended, and where he is going are crucial to formation surface vessels and aircraft that have a clear advantage over any
of a plan for attack or defense. Besides providing the submarine in terms of weaponry and speed.
information above, a successful reconnaissance skill Characters without the Sonar Operation advantage take a 4
check will grant the following bonus to Knowledge penalty when making awareness rolls for Sonar Operation.
(Tactics) if brought the attention of a friendly force Specialties: Hearing, Sight, Smell/Taste, Touch.
within 24 hours. Concentration
This is the characters ability to focus his concentration
Table 17 on some task (WIL), as well as his general memory (INT).
Tactics Roll Bonus Concentration rolls can be assigned by the GM when a character
is picking a lock in the middle of a huge brawl, laying still on a
15 +2 battlefield while cannonballs explode around him, keeping an eye
18 +3 on someone from hiding during a distraction, recalling the name
of the man who gave you some information two months ago, and
21 +4 so on. Success means that the character is able to concentrate on
the task at hand, despite any distractions for that turn, including
Special: If a character can requisition a satellite map skill roll penalties due to wounds (see Wounds and Effects of
of an area, she gains a +4 bonus to her Awareness skill for Damage).
reconnaissance purposes. If a character can requisition a satellite Concentration is a Universal Skill.
pass over an area, a Reconnaissance roll (Awareness Skill +20 Intuition
against moving targets, Awareness Skill +10 against stationary This is the characters ability to know or understand
targets) can be made without ever setting foot in the area. something without conscious reasoning. Intuition can tell a
Sonar Operation: Sonar operators use what is known as character when someone is being dishonest or deceptive, whether
passive sonar to detect enemy vessels on most occasions. Passive a door is safe to open or not, or whether to go out on a date with
sonar gives the best of detecting your characters enemy without someone hes just met. In short, Intuition can help a character
aiding his efforts to detect your character. Sonar operators have decide what choice to make when logic or perception fails him.
finely tuned senses of hearing capable of discerning minute A successful roll should result in the player gleaning some
differences in pressure and motion in the waters around their vague direction from the GM about the person or thing in
ship. These natural capabilities are backed up by computers

36
Chapter Two: Characters

Combat!
question. Responses such as Something doesnt feel right are Specialties: Anti-aircraft, Cruise Missiles, ICBMs.
appropriate but responses such as You think the car will explode Portable Launchers (Spec)
if you turn the ignition are not. Intuition should not be used as a Characters with this skill are adept at the use (REF)
replacement for the Danger Sense advantage. and maintenance (INT) of portable grenade, anti-tank
The GM should prompt the player to make an Intuition roll weapons (such as the TOW, Dragon, and M-72 LAW),
any time he must make a choice that could have detrimental grenade launchers (such as the M-79, M-203) and
consequences. In addition, when the situation warrants it, the mortars (REF).
player may ask the GM What does my characters intuition tell Types: Grenade launchers, Anti-tank Weapons,
him? The GM has the final discretion whether or not to allow Mortars.
the Intuition roll.
Vehicle Weapons (Type)
Daves character is walking point for a unit traveling
Characters with this skill are adept at the use (REF)
through the woods in enemy territory. The GM has Dave make an
and maintenance (INT) of modern, heavy, vehicle-
Awareness roll (not telling him that it is to see if Daves character
mounted weapons. Characters using very simple
can see enemy troops waiting in ambush ahead). Unfortunately,
weapons that have no guidance or aiming systems
Dave fails his awareness roll and is not able to see the enemy.
other than the aircraft itself, such as machine guns on a
The GM asks Dave to make an Intuition roll, on which Dave
WWI bi-plane, can use the Piloting skill instead.
succeeds. The GM tells Dave As you approach the bend, you get
a bad feeling about the situation. Dave is no dummy, and halts Specialties: Bombs, Cannon, Missiles, Rockets.
his unit to take a closer look. Sure enough, Dave is then able to Investigation Skill Group
see the waiting ambush and direct his unit accordingly. Cryptography
Lip Reading The skill of ciphering and deciphering data, including text,
The ability to discern what someone is saying by watching digital image files, and others (INT). The technology level of the
his mouth move, without hearing what he is saying (INT). A setting will determine the kinds of equipment available to the
successful Lip Reading roll means the character using this skill character, if any, and the complexity of the ciphers and codes the
understands most of what has been said, though not necessarily the character is likely to deal with.
context nor any emotion (or sarcasm). The character will have to A number of skills can be used as a complementary to
determine the context of the message based on the circumstances Cryptography, depending on the circumstances and the GMs
(who is speaking to whom, what is being discussed, and so on). discretion. Characters deciphering a code that uses or involves
An effect number of 3 or higher than required, the character a foreign language should be able to use their language skill as
understands everything said. complementary, for instance. Likewise, Computer Programming
Heavy Weapons Skill Group could be used as complementary to Cryptography, for designing
and running decryption software.
Artillery (Spec)
Characters with this skill are adept at the use (REF) and Deduction
maintenance (INT) of land-based, crew-served, artillery weapons, Characters with this skill are able to take a few known
such as Howitzers, MLRS systems, and the like. This skill covers facts and leap to a usually (at least partially) correct conclusion
both towed and self-propelled artillery. (INT). Successful use of this skill can reveal the names of likely
Specialties: AAA, Cannon, Multiple Launch Rocket System conspirators, anticipate an ambush, or determine the likely
(MLRS) motivation behind any unexpected action.
The player may ask to make use of this skill at any time. If
Machine Guns (Spec) granted, the GM should reward a successful Deduction check
Characters with this skill are adept at the use (REF) and with some bit of information about the current adventure that the
maintenance (INT) of machine-guns and other automatic character does not currently have. Success means the character
weapons (REF). The character selects a specialty for which the has gained one answer or several potential right answers.
full skill level applies; all other types use the skill at one half Failure means the character has gained no insight or possibly
level (rounding up). Heavy machine-guns include the Browning bad insight, suspecting an innocent, or some other misleading
.30 cal., M2 .50 cal., and the Mk-19 grenade launcher. Light information that could result in an embarrassing (or deadly)
machine-guns include squad support weapons such as the M60, confrontation if acted upon.
and M249 Squad Automatic Weapon (SAW).
The GM should make the skill roll for the player in secret,
Specialties: Anti-aircraft, Heavy, Medium, Light. telling the player only that which his character would know,
Missile Launchers (Spec) based on the outcome of the roll.
Characters with this skill are adept at the use (REF) and Forensics
maintenance (INT) of large guided missiles and missile launching The skill of handling (REF) and analyzing (INT) evidence.
systems (INT). The character selects a specialty for which the Evidence can include fingerprints, hair, fibers from clothing and
full skill level applies; all other types use the skill at one half carpet, and imprints (such as shoe and boot prints, tire tracks, and
level (rounding up). the like). Characters with this skill are able to identify the nature
(Note: Although some modern anti-tank weapons are guided and origin of samples they analyze.
by radio or wire controls, these are governed by the Portable The higher the effect number of the skill roll the more
Launchers skill.) information is gleaned from the analysis. Consult the table below

37
Chapter Two: Characters
Combat! for suggested results of successful Forensics skill rolls:

Table 18
criminal, and so forth. Characters using the Gather Information
skill to Plea Bargain take a 4 penalty if the character does not
have the Interrogation advantage.
Surveillance (Spec)
EN Results
The skill of watching and gathering information about
Trivial details about the item (size and style of a target (INT). Characters with this skill know how to set up
0-2
footwear, content of a fiber, caliber of bullet, etc an observation point, observe a subject and record information
Minor details about the item (manufacturer of concerning the subjects movements and actions, without being
3-5
item, source of a fiber, make of weapon) themselves observed (it is similar to the Shadowing skill, but
Important details about item (manufactured in does not involve moving and following the subject).
6-8 Police detectives, private investigators, covert intelligence
Japan, Custom made, made exclusively for Ford)
Crucial elements about item (date of manufacturer, operatives, snipers and soldiers assigned to reconnaissance
9-11 lot number, city where item was originally missions or observation posts, most often possess this skill.
purchased) Can be used as complementary to Awareness skill rolls in
Every detail about the item (serial number, exact appropriate circumstances (GMs discretion).
12+
store where item was originally purchased, etc) Specialties: Bugging, Reconnaissance, Stakeouts, Stalking.
Medical Skill Group
Pauls character is analyzing residue from an
Dentistry
explosion. Paul gets an effect number of 7 on his Forensics skill Dentistry is the skill of cleaning and maintaining teeth.
roll, so the GM tells Paul that the residue is from an explosive Successful use of this skill allows the character to diagnose
compound manufactured solely for the US Military by a symptoms (INT), treat minor and major dental problems (INT),
contractor based in Vermont. If Pauls effect number had been 9, perform procedures such as filling cavities, root canals, and
the GM might have told him the date of manufacture and delivery the like (REF), and common procedures relating to dentistry,
point for the explosive, as well. such as teeth cleanings. Dentists cannot prescribe medications,
however.
Intel Analysis
Characters with this skill are able to analyze intelligence
Treat Injury (Spec)
and determine the significance (if any) of details gleaned from Characters with this skill know the basics of treating
it (INT). injuries, from scrapes and cuts to compound fractures (INT). The
character knows how to reduce pain, stabilize broken limbs, and
An agent could use Intel Analysis to examine a satellite
when not to move someone to avoid risk of paralysis, etc.
photograph of an air field to determine if any aircraft were
loaded with nuclear warheads or had been recently moved. A Note that this skill may reflect different knowledge, based
soldier could examine a reconnaissance report from a scout to on the particular setting and technology level of the game. A
determine the quality of troops at an enemy base. character in medieval Europe will not know CPR, for instance,
but he can still use herbal remedies to heal minor burns, leeches
The quality and quantity of the data that the character has to
to remove bad blood, and so on. GMs may wish to rename this
work with determines the difficulty of the task.
skill to better fit the setting (e.g., Chirurgery).
A high-resolution satellite photo of a military base would
Successful use of this skill restores 1 Life point to the victim
provide a relatively low difficulty to determine what sort of
and stabilizes him, so that no further Life points are lost due to
base it was, whereas a smudged, rough sketch drawn by a child
bleeding or other continued damage (see Stabilizing).
overlooking the base from a nearby hill would provide a very
high difficulty for the skill roll. NBC Treatment: In modern warfare the presence of nuclear/
radiological, biological, and chemical weapons is an unfortunate
Interrogation reality. Treating the effects of these weapons is often a difficult
The skill of obtaining information from an unwilling subject. task for medical personnel and requires specialized training.
The interrogator may attempt to use subtlety, confusion, or mental The character may allow the victim of a NBC attack to reroll his
trickery (INT), sympathy or intimidation techniques (PRE), or Attribute roll at +2 on a successful treat injury skill check (TN
simply try to wear down the subject through repetition and 18). Characters without the NBC advantage take a 4 penalty to
extended duration (WIL). Physically beating a confession out this use of the Treat Injury skill.
of a subject is also possible (STR), though not legal in most Specialties: Primitive, Modern.
civilized nations.
When interrogating a subject, a contested roll is made
Physician (Spec)
against the subjects WIL attribute roll. If the interrogators effect Characters with this skill are proficient in the arts of healing
number is greater than the subjects, then the subject has been the body. Successful use of this skill allows the character to
broken and reveals the desired information. diagnose symptoms (INT), treat minor and major wounds
(INT), perform minor, out-patient surgeries (REF) and common
Plea Bargain
procedures relating to his specialty, as well as identify and
This represents the characters ability to use a plea bargain
prescribe drugs and remedies available in the campaign (INT).
in order to gain information from a captured subject, in lieu of
To perform complex and major surgeries the character
the normal bribe. The character could offer to free the subject in
should buy the Surgery skill.
return for information, or offer a reduced sentence to a captured

38
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Combat!
This skill is common among physicians, EMTs, combat polearms, including spears, lances, halberds and glaives
medics, and corpsmen. (REF). This skill is used when making attacks with such
Specialties: General, Neurology, Oncology, Pediatrics, weapons. (See Combat for rules on making attacks,
Podiatry, Psychiatry, or any other specialty approved by the damage, and so on).
GM. Specialties: Halberds, Pikes, Lance/Great Spear.
Pharmacology Specialties: Glaives/Halberds, Spears, Lances,
Pharmacology is the science of drugs, especially as they no, Pikes, Staves.
relate to medicinal use. Characters with this skill are able Swords (Spec)
to identify drugs and their medicinal effects, reactions, and Characters with this skill are adept at the use and
properties (INT). care of swords, including cutlasses, sabers, epee, foils,
Surgery (Spec) and other medium-length bladed weapons (REF). This
Characters with this skill are able to perform surgical skill is used when making attacks with such weapons.
procedures. It includes knowledge of barbery and chirurgery in (See Combat for rules on making attacks, damage, and
low-tech settings (INT). Successful use of this skill allows the so on).
character to perform minor to complex surgeries. Specialties: Foils/Epee, Long swords, Kenjutsu,
This skill is common among surgeons and paramedics. Machetes, Rapiers, Sabers, Short swords, Two-handed
Specialties: Cosmetic, Emergency, Neuro/Brain, Oral, or Swords
any other specialty approved by the GM. Military Science Skill Group
Melee Weapon Skill Group Combat Engineering (Spec)
Axes (Spec) Characters with this skill know how to construct buildings,
Characters with this skill are adept at the use and care of make fortified defenses, dig foxholes, lay (and remove) anti-
hand axes (includes tomahawks, hatchets, and other one-handed personnel and anti-vehicle mines, breach barriers, etc., in a
axes) and battle axes (includes two-handed axes or great axes) military environment or operation.
(REF). This skill is used when making attacks with such weapons Specialties include the following:
(REF). (See Combat for rules on making attacks, damage, and so Constructing Anti Mobility Obstructions: This skill is
on). useful to deny an enemy use of its vehicles in a certain area or
Specialties: Battle Axes, Great Axes, Hand Axes. from a certain direction in accordance with the following table:
Bayonets
Characters with this skill are adept at the use and care of Table 19
rifle-mounted blades (REF). This skill is used when making Name TN Time Effect
attacks with such weapons. (See Combat for rules on making
attacks, damage, and so on). Road Break 12 hrs per 4 Ditch (see vehicle
5
(shallow) feet rules for gaps)
Flexible Weapons (Spec)
Road Break 18 hrs per 4 Culvert (see vehicle
Characters with this skill are adept at the use of chains, 12
(deep) feet rules for gaps)
ropes (including lassos), and whips (including cat-o-nine-tails)
as weapons. This skill is used when making attacks with such
weapons, with or without a weapon attached to the end (REF). Constructing Mobility Enhancement: The opposite of
(See Combat for rules on making attacks, damage, and so on). anti-mobility, allows your character to get where your character
Specialties: Chains, Flails, Nunchaku, Ropes, Three-section is going faster, land aircraft safely, and cross raging rivers.
Staves, Whips. Again the right equipment (such as a Bridgelayer) can reduce
construction times substantially.
Knives
Craft Fortifications (Military Science): Characters can
Characters with this skill are adept at the use and care of make fortifications to aid them in combat, from the simple (yet
knives, dirks, and other small blades (REF). This skill is used effective) foxhole, to the bunkers described in the Modern Core
when making attacks with such weapons. (See Combat for rules Rulebook. Hasty fortifications can be constructed more quickly.
on making attacks, damage, and so on). For each five points by which the characters skill check exceeds
Maces/Clubs (Spec) the TN, reduce the construction time by one hour. Vehicles in
Characters with this skill are adept at the use and care of the new vehicles section can reduce many of these times to
maces and warhammers. This skill is used when making attacks minutes.
with such weapons (REF). (See Combat for rules on making Demolitions (Spec)
attacks, damage, and so on). The skill of assembling explosive devices, placing them for
Maces/Clubs is a Universal Skill; all characters receive it at best effect, and also disassembling and defusing them (INT).
level 2 at no cost. Characters with this skill can also identify types of explosive
Specialties: Clubs/Bats, Maces, Mauls, Tetsub, compounds, triggers and other related devices on inspection.
Warhammers. With a successful Demolitions skill roll, characters may
Polearms (Spec) increase the effectiveness of an explosive. For every 2 levels
Characters with this skill are adept at the use and care of with the skill, the character may opt not to roll 1d6 of damage,

39
Chapter Two: Characters
Combat! instead making that die an automatic 6 for purposes
of calculating damage. Alternatively, a character may
instead convert each such die to an automatic 1,
the best place to establish a defense or execute an ambush, and
so on (INT). Successful use of this skill by the leader of a group
of combatants also affords an Initiative bonus to that side for the
reducing the overall effectiveness of the explosive, if duration of the battle (PRE). GMs may also wish to use this skill
he is able to tamper with or move the device without as an opposed test between commanders.
triggering it. Specialties: Ambushes, Close Quarter Battle (CQB),
Specialties: Bombs, C4, Mines, Primitive, Defensive Positions, Patrolling, Skirmishes.
Warheads. Nature/Outdoor Skill Group
Animal Handling (Spec)
Table 20 Characters with this skill are proficient at working with
animals, including care, feeding and grooming (INT), as well as
Name TN Time Effect training (WIL) and controlling them (PRE).
Specialties: Birds, Camels, Dogs, Horses, Reptiles, et al.
Dug In
5 24 hrs. 14 Cover
(Small Vehicle)
Table 21
Deep 5 36 hrs. 12 Cover
Dug In Name TN Time Effect
5 36 hrs. 14 Cover
(Med. Vehicle)
12/hrs Wheeled Vehicles
Improvised Road 15
Deep 5 48 hrs. 12 Cover per mile move 34 speed.
Dug In Improvised Aircraft may land
5 48 hrs. 14 Cover 15 8 hrs.
(Lg. Vehicle) Runway (as opposed to crash)

Deep 5 72 hrs. 12 Cover Aircraft may land


Short Runway 17 12 hrs.
more safely
Foxhole (shallow) 5 8 hrs. per man 14 Cover
Aircraft may land
Runway 18 24 hrs.
Foxhole (deep) 5 12 hrs. per man 12 Cover more safely
Pontoon Bridge Vehicles may cross at
15 12 hrs.
(small river) 12 speed.
Gunsmith (Type)
Pontoon Bridge Vehicles may cross at
Characters with this skill are able properly maintain and 15 18 hrs.
(med. River) 12 speed.
effect repairs to firearms. In addition, the character can make
minor modifications to the weapon, such as installing a custom Pontoon Bridge Vehicles may cross at
15 24 hrs.
(lg. River) 12 speed.
mount or modifying the capacity of an ammunition magazine.
The player must select a specialty when this skill is purchased. Sectional Bridge
18 18 hrs.
Vehicles may cross at
Knowledge of energy weapons allows the character to effect (small river) full speed.
repairs to various energy weapons, including blasters, lasers, Sectional Bridge Vehicles may cross at
18 24 hrs.
energy swords, and other high-tech or sci-fi weapons (Electronics (med. River) full speed.
may be used as complementary to this skill). Heavy weapons
Sectional Bridge Vehicles may cross at
include all of the weapons in the Heavy Weapons skill group. 18 36 hrs.
(lg. River) full speed.
Small arms include all of the weapons in the Small Arms skill
group.
Types: Energy Weapons, Heavy Weapons, Small Arms. Fish and Game (Spec)
Strategy (Spec) Characters with this skill are able to track and catch game
Characters with this skill are skilled at managing multiple and fowl, fish, and set traps. Depending on the prey, Fish and
units in large, battle-sized engagements (usually of more than 100 Game may involve cunning and wits to locate and trap ones prey
soldiers per side). They can assess a battle, locate advantageous (INT) or simple patience to wait for a bite (WIL).
routes of advance (or retreat), determine the best place to Specialties: Hunting, Fishing, Trapping.
establish a defense, and so on (INT). Successful use of this skill Navigation (Spec)
by the leader of an army gives his side an Initiative bonus of +1 Characters with this skill are able to determine their
for every two points of Effect Number. The bonus lasts for the approximate position on a map, tell the time of day or night (by the
duration of the battle (PRE). GMs may also wish to use this skill sun or stars), and plot a course between two known points (INT).
as a contested skill roll between commanders. Navigation may be used as a complementary skill to Survival,
Specialties: Land Battles, Logistics, Sea Battles, Sieges. Fish and Game, Sailing, Water Craft and other skills with GMs
Tactics (Spec) permission. For navigating in space, between and within star
Characters with this skill are skilled tacticians and are able systems, see the Astrogation skill. This skill is common among
to lead small units with 100 soldiers or fewer. The character can professional trackers, rangers, scouts, soldiers and sailors.
assess an engagement, locate advantageous positions, determine Specialties: Land, Sea.

40
Chapter Two: Characters

Combat!
Riding (Spec) GM (such as dragons, wolves, giant bugs, and so on).
Characters with this skill are able to ride domesticated beasts, Tracking
manage tack and bridle, and perform simple care and grooming Characters with this skill are able to track both man
of their animals. A specialty must be selected when the skill is and beast (INT). Unlike Fish and Game, which allows
purchased. This skill may be purchased more than once, each one to locate fresh game and fowl, Tracking is used to
time for a different specialty. follow prints made by man or beast, either fresh or old.
Specialties: Camels, Horses, or other animals allowed by the Successful use of the skill means the character is able
GM. to identify the maker of the tracks and to follow them
Survival (Spec) for one day or to a point at which the conditions have
Characters with this skill are able to survive off the land changed (e.g., tracks leading through a forest and to a
(INT). They know which plants are edible, how to construct river). If at this point the subject has not been found,
shelter, where to find fresh water, and the like. Even recreational then a new Tracking roll must be made to continue.
campers may have some measure of this skill (e.g., a score of 1 Performance Skills
or 2, or even higher for an avid camper). Acting
A successful check means the character is able to survive Characters with this skill are adept at actingmore
in the wilds for a day, with food, water and shelter. A critical simply, feigning emotion and portraying roles that
success extends this time to a week. A failed check means the differ significantly from themselves (PRE). Actors also
characters efforts are insufficient for the day; he goes hungry understand the finer points of dramatic expression and
and thirsty, is exposed to the elements, or what have you. A roll can appreciate theatrical performances from a more scholarly
that fails by 6 points worse (i.e., an EN of -6 or lower) means viewpoint than the average spectator (INT).
the character has suffered some mishap. The mishap could be an Successful use of this skill means the character performs
accidental poisoning, an injury inflicting 1d6 damage, frostbite, in a manner that moves the audience, or appraises the quality
or any other situation at the GMs discretion. of theatrical performances by others. The effect number of
Specialties: Arctic, Desert, Temperate, Tropical, Water. the roll determines the quality of the performance; the higher
Teamster (Spec) the effect number the better the performance, and, thus, the
The skill of driving teams of domestic beasts, usually to pull better the audiences reaction. This skill may also be used as a
a wagon. The character also knows how to manage harness and complementary skill to Persuasion or Orate in the appropriate
bridle, and so on. A specialty must be selected when the skill is circumstances (at the GMs discretion).
purchased. This skill may be purchased more than once, each This skill is an important one for stage and screen actors,
time for a different specialty. undercover police officers, infiltrators, shinobi (ninja), and any
Specialties: Camels, Horses, or other beasts allowed by the character to whom misleading others is important.

41
Chapter Two: Characters
Combat! Dancing (Spec)
This is the skill of dancing with grace and/or style
(REF). Ballroom dancing is performed at large, formal
Mimicry can be used either as a ruse or for entertainment.
Mimicry can be used as a complementary skill to Acting (for
impersonating a specific person) and to other Social skills (at
balls, such as those thrown by royalty or the wealthy, GMs discretion).
and (in some cultures) is one of the skills expected of Singing
any cultured gentleman or lady. Dancing can also be part Characters with this skill are adept at singing (HLT). They
of important ceremonies, contests and other situations also understand the finer points of artistic expression (INT) and
calling for stamina more than style or skill (HLT). can appreciate singing performances more than the average
Successful use of this skill means the character person (PRE).
is able to dance competently, following the steps and Successful use of this skill means the character performs
keeping time with the music. The character may be in a manner that moves or entertains the audience (HLT), or
noticed as an accomplished and graceful dancer that appraises the value of song writing or performances by others
evening, perhaps gaining the special attention of his (INT). The effect number of the roll determines the quality of
partner, another suitor, or another person of note or the performance; the higher the effect number the better the
repute. performance, and, thus, the better the audiences reaction.
Dancing may be used as a complementary skill This skill may also be used as a complementary skill
for all appropriate Social skill checks, at the GMs to Persuasion in the appropriate circumstances (at the GMs
discretion. discretion).
Specialties: Ballet, Ballroom, Break, Disco, Popular, Slight of Hand
Tap, Tribal, or any other reasonable kind of dance that the player
The skill of palming an object, or hiding an object.
and GM agree upon.
Sciences Skill Group
Instrument (Type)
Characters with this skill are adept at playing a musical Astronomy
instrument (REF). They also understand the finer points of The character has knowledge of the study of stars and
musical expression (INT) and can appreciate instrumental planetary bodies (INT), and includes knowledge of astrometrics,
performances more than the average person (PRE). black holes, and the like. The extent of the characters knowledge
The specific instrument (or family of instruments, with the will depend on the era in which the game is set (e.g., an
GMs permission) must be chosen when the skill is purchased. astronomer in 2005 would know a lot more about outer space,
as a rule, than one in 1805). The skill score reflects the depth of
Successful use of this skill means the character performs
knowledge possessed by the character relative to the whole body
in a manner that moves or entertains the audience, or appraises
of knowledge available in the current era.
the quality of instrumental performances by others. The effect
number of the roll determines the quality of the performance; the Biology (Spec)
higher the effect number the better the performance, and, thus, The character has knowledge of biology (INT). The extent
the better the audiences reaction. of the characters knowledge will depend on the era in which
This skill may also be used as a complementary skill the game is set (e.g., a biologist in 2005 would know a lot more
to Persuasion in the appropriate circumstances (at the GMs about biology, as a rule, than one in 1805). The skill score reflects
discretion). the depth of knowledge possessed by the character relative to the
Types: Drums, Banjos, Flutes, Guitars, Harps, Horns, whole body of knowledge available in the current era.
Keyboards, Violins, etc. Specialties: Marine, Micro, or any other specialties approved
by the GM.
Juggling
Characters with this skill are adept at juggling and balancing Chemistry (Spec)
objects (REF), including heavy and unbalanced objects (STR). The character has knowledge of chemistry (INT). The extent
They also understand the finer points of these physical forms of of the characters knowledge will depend on the era in which the
entertainment (INT) and can appreciate such performances more game is set (e.g., a chemist in 2005 would know a lot more about
than the average person (PRE). chemistry, as a rule, than one in 1805). The skill score reflects
Successful use of this skill means the character performs in a the depth of knowledge possessed by the character relative to the
manner that wows the audience, or appraises the quality of such whole body of knowledge available in the current era.
performances by others. The effect number of the roll determines Mathematics is usually a complimentary skill to Chemistry.
the quality of a performance; the higher the effect number the Specialties: Biochemistry, Inorganic, Organic, or any other
better the performance, and, thus, the better the audiences specialties approved by the GM.
reaction. Mathematics
Examples of people with this skill include: Chinese acrobats, The character has knowledge of mathematics (INT),
street entertainers and James Ernest. including calculus, geometry, statistics, trigonometry and so on.
Mimicry The character is able to calculate mathematical formulae without
With this skill, characters can mimic voices and other the aid of a calculator or computer, given enough time (and,
sounds (PRE). Some common applications of this skill include typically, something to notations, such as a pen and paper or
impersonating another persons voice, making non-human chalk and a chalkboard). The use of a calculator, abacus, or other
sounds (such as bird songs, cars or machine-gun fire), and so on. calculating device will provide a +3 to +9 bonus to the skill roll.

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Chapter Two: Characters

Combat!
Mathematics is usually a complimentary skill to Physics and is used when making attacks with such weapons. (See
Chemistry. Combat for rules on making attacks, damage, and so
Physics (Spec) on).
The character has knowledge of physics and the laws of In addition to firing a weapon, this skill can be used
nature, including kinetic energy, the effects of gravity on mass, to reduce the time needed to reload one. The normal
and so on (INT). The extent of the characters knowledge will time required to reload a black powder weapon is 10
depend on the era in which the game is set. The skill score reflects turns (about 1 minute). With a successful Challenging
the depth of knowledge possessed by the character relative to the REF attribute roll (TN 18), the time required is reduced
whole body of knowledge available in the current era. to 10 - EN turns (minimum time required is 1 turn).
Mathematics is usually a complimentary skill to Physics. Specialties: Blunderbuss, Pistols, Long Rifles.
A specialty must be selected for this skill when it is bought. Pistols
This skill may be bought more than once, each time for a different Characters with this skill are adept at the use (REF)
science. and maintenance (INT) of modern handguns, regardless
Specialties: Astrophysics, General, Nuclear, Quantum, or of the type of action of the weapon (i.e., revolver, semi-
any other specialty approved by the GM. automatic). This skill is used when making attacks with
Simple Missile Weapon Skill Group such weapons. (See Combat for rules on making attacks,
damage, and so on).
Boomerangs
In addition to firing a weapon, this skill can be used
Characters with this skill are adept at the use and care of
to reduce the time needed to reload one or to clear a jam. The
boomerangs (REF). This skill is used when making attacks with
normal rate for reloading a revolver cylinder with loose rounds
such weapons (see Combat for rules on making attacks, damage,
is 2 rounds per turn. Reloading a semi-automatic pistol (i.e.,
and so on). Some boomerangs are designed to return to the
exchanging an empty magazine for a full one) or reloading a
thrower if they miss their intended target (takes 1d3 turns). Some
revolver using a speed-loader takes 1 turn. The standard rate
boomerangs are heavy weapons with one arm longer than
for reloading an empty magazine is 1 round per turn. With a
the other, that are designed to deliver a deadly blow. The latter,
successful Challenging REF attribute roll (TN 18), the character
heavy variety do not return in the same manner as their smaller,
can load a number of rounds into a magazine or cylinder per turn
symmetrical cousins.
equal to his REF, or reload a semi-automatic weapon with a fresh
Bows (Spec) magazine (or a revolver with a speed-loader) and fire the weapon
Characters with this skill are adept at the use (REF) and in the same turn.
maintenance (INT) of bows. This skill is used when making Rifles
attacks with such weapons (see Combat for rules on making
Characters with this skill are adept at the use (REF) and
attacks, damage, and so on), or to string a bow in a hurry (STR).
maintenance (INT) of modern rifles, regardless of the type
Specialties: Longbows, Short bows, Composite bows. of action of the weapon (i.e., lever-action, semi-automatic,
Crossbows (Spec) bolt action). This skill is used when making attacks with such
Characters with this skill are adept at the use (REF) and weapons. (See Combat for rules on making attacks, damage, and
maintenance (INT) of crossbows. This skill is used when making so on).
attacks with such weapons (see Combat for rules on making In addition to firing a weapon, this skill can be used to reduce
attacks, damage, and so on), or to cock a crossbow in a hurry the time needed to reload one or to clear a jam. The normal
(STR). rate for reloading a bolt action or lever action rifle is 1 round
Specialties: Hand crossbows, Heavy Crossbows, Light per turn. Reloading a semi-automatic rifle (i.e., exchanging an
Crossbows, Spearguns. empty magazine for a full one) takes 1 turn. The standard rate
Sling Weapons (Spec) for reloading an empty magazine is 1 round per turn. With a
Characters with this skill are adept at the use (REF) and successful Challenging REF attribute roll (TN 18), the character
maintenance (INT) of sling weapons. This skill is used when can load a number of rounds into a magazine or weapon per turn
making attacks with such weapons (see Combat for rules on equal to his REF, or reload a semi-automatic weapon with a fresh
making attacks, damage, and so on), or to hurl missiles great magazine and fire the weapon in the same turn.
distances (STR). Shotguns
Specialties: Bolas, Simple Slings. Characters with this skill are adept at the use (REF) and
Slingshots maintenance (INT) of modern smoothbore shotguns, regardless
Characters with this skill are adept at the use (REF) and care of the type of action of the weapon (i.e., breech-loaded, pump-
(INT) of slingshots. This skill is used when making attacks with action, semi-automatic). This skill is used when making attacks
such weapons (see Combat for rules on making attacks, damage, with such weapons. (See Combat for rules on making attacks,
and so on), or to fire small missiles great distances (STR). damage, and so on).
In addition to firing a weapon, this skill can be used to reduce
Small Arms Skill Group
the time needed to reload one or to clear a jam. The normal rate
Black Powder Weapons (Spec) for reloading a shotgun is 1 round per turn. With a successful
Characters with this skill are adept at the use (REF) and Challenging REF attribute roll (TN 18), the character can load 2
maintenance (INT) of primitive or low-tech firearms. This skill rounds into a magazine per turn.

43
Chapter Two: Characters
Combat! Sub-machineguns
Characters with this skill are adept at the use
(REF) and maintenance (INT) of modern submachine-
thus can be complementary to the Religion skill.
Sense Deception/Motive
This represents the characters ability to detect the true
guns. This skill is used when making attacks with such intentions of the other character, and to determine when the other
weapons. (See Combat for rules on making attacks, character is attempting to deceive her. When someone attempts
damage, and so on). to deceive this character, that character should make a Bluff skill
In addition to firing a weapon, this skill can be used roll. The resulting number becomes the TN for this characters
to reduce the time needed to reload one or to clear a Sense Deception/Motive roll to determine if this character is
jam. The normal rate for reloading a submachine-gun able to detect the deception or true intentions. This roll can be
(i.e., exchanging an empty magazine for a full one) is 1 modified for circumstances (for such things as how familiar this
turn. The standard rate for reloading an empty magazine character is with the other, use of alcohol or drugs, etc) at GM
is 1 round per turn. With a successful Challenging REF discretion.
attribute roll (TN 18), the character can load a number Society (Type)
of rounds into a magazine or cylinder per turn equal to Characters with this skill are familiar with a particular sub-
his REF, or reload a weapon with a fresh magazine and culture, whether through direct interaction or some vicarious
fire the weapon in the same turn. experience. This knowledge extends to important or well-known
Social Skill Group personalities, tastes in music and fashion, language (slang
Social skills are those relating primarily to social and/or dialects), as well as popular social spots and important
interaction with and the influencing of others. The Mind group businesses, and the like. For example, characters with Society
generally governs Social Skills, though some can be assisted by (Courtier) know the finer points of court etiquette and the proper
physical appearance or ability. The Social skill group includes behavior for ladies and gentlemen. This is a critical skill among
the following skills. courtiers, diplomats and nobility.
Bluff A specific sub-culture must be chosen when this skill is
The character has a natural ability to deceive while keeping purchased. This skill may be bought more than once, each time
a straight face. When a character attempts to deceive a target, for a different sub-culture.
the character should make a contest skill roll using Bluff against A success means the character acts appropriately (+3
the Sense Motive/Deception of the target. This skill represents all social skill checks for the rest of the event) or gains one
the verbal and non-verbal way someone deceives. The GM important piece of information from interaction with one or more
should offer a modifier to the skill roll for things like the general members of the group. An effect number of 6 or higher means
believability of what is being said, and what would happen to the the character is noticed and gains the special attention of one or
target if the target does believe the character (we are far more more important figures in the group (+3 to all social skill checks
likely to believe something that we are better off believing than for the rest of the event, or the GM may role-play some special
if we will be severely punished for believing it). result at his discretion).
Conversation A failed roll means the character has failed to gain any useful
The skill of obtaining information from someone through information or has made some simple, but forgivable, mistake (-
conversation, without raising suspicion or, perhaps, without 3 to all social skill checks for the rest of the event). A roll that
the subject even knowing he has been manipulated (INT). fails by 6 or more (i.e., a skill roll total that is less than TN-6)
Conversation can also be used to make small talk, to gain means the character has made some major gaffe, insulting the
someones trust or build a rapport with him (PRE). The difficulty host or other dignitary at the function. The GM should determine
of the skill roll depends on the reluctance or inability of the an appropriate consequence of the characters faux pas. The
individual to provide the information and the circumstances character may have gained an enemy, been challenged to a duel,
under which the conversation takes place. been captured by a press gang, or been mugged in an alley. In
cases of a very low roll resulting in failure (e.g., 9 less than the
Intrigue TN), the GM can simply assign an amount of injury for the mishap
This skill is the art of uncovering (or covering up) secrets. (e.g., 1d6 B/S damage) or run the event as an encounter; perhaps
A secret could be a love affair, a disreputable past, or a plot to with the intervention of the other PCs. The latter approach could
overthrow the king. Intrigue can be used to oppose Deduction easily lead to an adventure unto itself.
(but not Intuition) when trying to effect a cover up or otherwise The GM is encouraged to modify the Target Number of the
conceal important or sensitive information from others, especially roll based on circumstances.
in a social setting (such as at the Royal Court, a meeting of
Society may be used as a complementary skill to most,
Parliament or a formal ball or dinner thrown at an embassy).
if not all, social skills, including Persuasion, Politics, and
This skill may also be used as complementary to Conversation,
Conversation.
Persuasion or other social skills (GMs discretion).
Types: Corporate, Courtier, High Society, Military,
Philosophy Streetwise.
This is the skill of philosophical theories, discussion and Style
debate, covering such topics as What is the meaning of life?
This skill covers knowledge of the latest styles and fashions,
Is there a God? What is mankinds greatest error? and the
fashion design, and presentation. Characters with this skill can
like (INT). Philosophy also includes knowledge of theology and
keep up with the latest fashion trends, identify the origin (region

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Chapter Two: Characters

Combat!
or designer) of fashion styles, design new fashions and coordinate Archaeology (Spec)
fashion shows. Characters with this skill are trained in the systematic
Style can be used as complementary to certain social skill study of past (even prehistoric) human life and culture
rolls (GMs discretion). by the recovery and examination of remaining material
Symbols (Type) evidence, such as graves, buildings, tools, and pottery.
This skill represents the study and recognition of symbols. Characters also have knowledge of the science or study
Characters with this skill are familiar with the various family, of antiquities (especially prehistoric antiquities), such
governmental and corporate crests, banners and devices (INT). A as the remains of buildings or monuments of an early
character making a successful Symbols skill roll will recognize epoch, inscriptions, implements, and other relics, written
the owner (individual, family, organization or nation) to which a manuscripts, and so on.
symbol or other device belongs. The GM may subject the roll to Specialties: Artifacts, Early Civilizations,
a +3 to -3 modifier, depending on how well-known or obscure the Excavation, Paleobotany, Paleontology, Prehistoric
symbol is in the local area. Civilizations.
Sir Thomas sees a regal crest on a tapestry in the market. Sir Criminology
Thomas player wishes to identify the owner of the crest and tells The skill of crime-scene investigation. Characters
the GM so. The GM has the player make a Symbols (Heraldry) with this skill can identify a crime scene (INT), as well
check for Sir Thomas, with a +3 to the skill roll because the GM as identify, preserve (INT), and collect (REF) evidence.
knows the crest is that of a lord who lives some distance away. Some common procedures include collecting samples
Types: Occult Symbols, Corporate Logos, Heraldry, Naval of latent fingerprints, taking photographs, taking measurements,
Flags, Runes. and preparing evidentiary diagrams. Characters also understand
Social Sciences Skill Group the basics of criminal behavior and modus operandi of suspects
Anthropology (Spec) (INT).
This skill can be used as complementary to Awareness (for
Characters with this skill are familiar with the customs,
knowing what to look for as well as likely places to look for
traditions, and myth about a culture, nation, or region (INT).
them) and Deduction (figuring out who did it and why).
Skill checks are not needed for common knowledge, such
as local holidays, the names of important local people, and so Politics
on. Politics is the study of the processes, principles, and
A successful Anthropology roll provides the character with structure of government and of political institutions. Characters
more obscure facts, such as the names of important persons or with this skill are familiar with government and the governing
deities, methods of food preparation, and other details about the of a political entity, such as a nation or municipality, as well as
subject. the administration and control of its internal and external affairs
Note that this skill does not convey information about the (INT). Characters with this skill understand the procedures and
local underworld or seedier side of the area. For that information rules of government, how to conduct a government meeting,
the character will need the Society (Streetwise) skill. draft bills and pass them into law, and how to engage in political
Specialties: Specific culture or civilization. debate (PRE). Characters also know how to garner and maintain

45
Chapter Two: Characters
Combat! public support, how to manipulate public opinion (PRE)
and how to present information in the best possible
light or to misrepresent information to avoid a scandal
Table 22
(INT). Sample Actions TN
Politics is an important skill for members of Carrier Deck 18
government (politicians), lobbyists, and some special Improvised Runway 18
operations forces (such as counter-insurgents) and CIA
Short Runway 15
operatives.
Orate can be used as complementary to this skill. Normal Runway 12
Psychology (Spec) Mildly Adverse Weather (Thunderstorm) +5
The character has knowledge of human behavior Adverse Weather (High Winds, Fog,
+12
and the conscious and subconscious mind, including Extreme Cold)
effects of abuse, the effects of mood disorders, and so Seriously Adverse Weather (Hurricane,
+15
on (INT). The extent of the characters knowledge will Blizzard)
depend on the era in which the game is set. The skill Mildly Crowded Airspace (Medium
score reflects the depth of knowledge possessed by the +5
Airport)
character relative to the whole of knowledge available
in the current era. Crowded Airspace (Large Airport, Medium
+12
Airport at Peak)
A specialty must be selected for this skill when it is
bought. This skill may be bought more than once, each time for
a different science. If the character rolls the TN needed exactly, then a partial,
Specialties: Alien (species), Animal, Behavioral, Criminal, garbled message gets through.
Counseling, Profiling, or any other specialty approved by the Signaling: This skill also covers non-electronic methods of
GM. communication, such as Semaphore, and can allow a character
Technical Skills to perform the Air Traffic Control skill without a radio by using
lights, flares, flags, and other improvised methods.
Air Traffic Control
Jamming: Most of the time, this skill is not rolled against a
The character knows how to aid an aircraft in landing safely, static TN, but rather rolled as a skill vs. skill contest against the
especially handy during adverse or crowded conditions. Communications Operations of the characters opponent. The
A successful Air Traffic Control (ATC) roll grants a pilot a character engaging in active jamming rolls her skill roll first,
bonus to any piloting roll needed to safely land an aircraft (see the which sets the TN for her opponents Communications skill to
Pilot skill for more information). For every two points by which successfully get a signal through. This use of the Communications
the character makes his ATC roll, the pilot gains a +1 bonus to a Operation skill takes a 4 penalty unless the character also has
piloting roll to land under adverse conditions. the Electronic Warfare Advantage.
Special: If a character cannot communicate directly with a Signal Interception: As with Jamming, this is a skill vs.
landing aircraft (via radio), the character must make a Signaling skill contest against an opponents Communications Operations
roll (TN 15) to successfully use this skill. skill. Success allows the character to intercept an enemy
Try Again?: If the landing crafts pilot successfully aborts a transmission. Understanding that transmission is usually a
landing (see the Pilot skill for more information), then both the function of the characters language skills and/or Decipher Script
pilot and the ATC rolls may be rolled again. (for transmissions in code). This use of the Communications
Communication Operations Operation skill takes a 4 penalty unless the character also has
This skill represents familiarity with communications the Electronic Warfare Advantage.
systems, from backpack sized satellite radios to the satellites Signal Triangulation: Once a signal has been intercepted,
themselves. a character with this skill may make another skill check (TN 5
Roll: Unless there is severe weather, the characters higher than the check required to intercept a signal) to determine
transmitter is damaged, or an enemy is actively jamming his where that signal was broadcast. This use of the Communications
signal, there is usually no need to make a roll. If the characters Operation skill takes a 4 penalty unless the character also has
transmitter is damaged, then the TN of her skill check is 10 the Electronic Warfare advantage.
+ the amount of damage the system has suffered. If there is Cryptography: When a document is prepared using
a storm, the TN could be anywhere from 15 for an extremely Cryptography, the person encoding that document makes a skill
heavy thunderstorm to 30 for hurricane conditions. If the PC is check, which becomes the TN for any future skill roll to decode
attempting to overcome enemy Electronic Warfare, then the TN the document. This skill also includes burst transmissions, and
is usually a skill vs. skill contest. other forms of electronic coding. This use of the Communications
Operation skill takes a 4 penalty unless the character also has
the Cryptography advantage.
Retry: The character may retry the skill whenever conditions
improve. If the storm lessens, or if her transmitter is repaired
(even partially), the character may try again. If the character is

46
Chapter Two: Characters

Combat!
trying to pierce enemy Jamming, she may try every round. In the skill. If one side has more advanced or powerful
case of documents coded with Cryptography, the character may technology, the GM may allow a bonus of +1 to +5
try again, but disposing of the original becomes a serious security to that sides skill roll. The side with the higher Effect
issue in such a case. Number wins the contest.
Computers (Spec) Specialties: Communication, Sensors.
The knowledge and use of computer language code to create Transportation Skills
or alter software programs. Characters with this skill can create Driving (Spec)
programs, hack computer networks, and so on (INT). Characters with this skill have practical experience
Specialties: Hacking, Programming, Use*. operating ground vehicles, including performing
Electrician maneuvers in difficult conditions, avoiding obstacles,
Electrician is the skill of building, installing, maintaining, performing routing maintenance and operating all
and repairing electrical devices and systems, such as those in common equipment normally associated with them
computers, vehicles, environmental systems, buildings, and (such as climate control, radio, checking gauges, and
the like. Characters with this skill are able to effect repairs on, filling the gas tank).
maintain and even rebuild items within their specialty (INT). Specialties: Cars, Motorcycles, Tracked Vehicles,
The types of devices or equipment that a specialty will apply to Tractors/Semis.
depend on the technology level available in the campaign. Piloting (Spec)
Electronics (Spec) Characters with this skill have practical experience
Electronics is the skill of building, repairing and, maintaining piloting aircraft, including performing maneuvers in difficult
electronic devices and equipment. Characters with this skill conditions, dog fighting, aerial acrobatics, performing routing
understand the principles of electronics and are able to diagnose maintenance and pre-flight checks, and operating all common
problems occurring in electronic devices and fix them. equipment normally associated with them (such as climate
Specialties: Appliances, Communications Systems, Security control, radio, radar, and so on).
Systems, Weapons. Under most normal circumstances, there is no need to make
Engineering (Type) a skill check to land an aircraft. However, pilots conducting
Engineering is the skill of designing, building, maintaining, special operations rarely land at well-lit airports during the day.
and repairing systems. Characters with this skill are able to effect
repairs on, maintain, and even rebuild items within their specialty Table 22 a
(INT). The kinds of devices or equipment that a specialty applies
Landing in Adverse Conditions TN
to depends on the technology level available in the campaign.
Carrier Deck 18
This skill must be purchased separately for each type of
Improvised Runway 18
engineering the player wishes his character to possess. Note that
Short Runway 15
this is not the same skill as Combat Engineering.
Normal Runway 12
Specialties: Architectural, Propulsion, Structural,
Transportation. Mildly Adverse Weather (Thunderstorm) +5
Adverse Weather (High Winds, Fog, Extreme Cold) +12
Mechanics (Spec)
Seriously Adverse Weather (Hurricane, Blizzard) +15
Mechanics is the skill of repairing and maintaining
Mildly Crowded Airspace (Medium Airport) +5
mechanical devices (INT), as well as diagnosing problems. When
the skill is bought the player must select a specialty. Characters Crowded Airspace (Large Airport, Medium Airport
+12
at Peak)
with this skill can repair axles, motors, brakes, and so on. (INT).
Specialties: Specific part or system (e.g., brakes, transmission,
jet engines). Specialties: Helicopters, Jets, Planes.
Operate Electronics (Spec) Sailing (Spec)
Characters with this skill can operate electronic Characters with this skill have practical experience piloting
communication and sensor equipment, including both military sailing vessels, including performing maneuvers in difficult
and civilian versions, and those aboard vessels, portable and conditions, performing inspections for fitness and sea-worthiness,
stationary devices, and so on. Characters can also maintain and and operating all common equipment normally associated with
make minor, emergency repairs to such devices, though any them (such as securing sails and rigging, radio [if appropriate],
complex repairs will require the Electronics skill. signaling with flags, and so on). Any characters with this skill
A successful skill roll also allows the user to detect objects can perform as a crewman on a sailing ship. Seamanship is also
using sensor equipment, such as sonar and radar. Operate important for ships captains and masters, who must issue orders
Electronics can also be used to try to jam sensors as with jamming to the crew.
communications. Specialties: Sailboats, Tall Ships.
Specialties: Communications Operations, Sonar Operation, Watercraft (Spec)
Radar Operation Characters with this skill have practical experience piloting
Attempts to jam communication equipment requires a powered, sea-going vessels, including performing maneuvers in
contested skill roll, with both sides using the Operate Electronics difficult conditions, maneuvering and formations, performing

47
Chapter Two: Characters
Combat! inspections for fitness and sea-worthiness, and operating
all common equipment normally associated with them
(such as climate control, radio, radar or sonar, signaling
What Action Points Do
Action Points may be used in one of several ways to enhance
a characters performance in a game.
with flags, and so on). Characters with this skill also A player may use up to three available Action Points in any
know the basic workings of powered sea-going vessels single turn. These may be split up and used on different actions,
and can perform as a crewman on one. events or dice rolls, as long as they all take place in the same
Specialties: Hovercraft, Large Vessels, Motorboats, turn.
Submarines. Boost a Skill Roll
Action Points Each Action Point used to boost a skill roll adds a bonus of
Action Points (abbreviated as AP) allow player +5 to the roll.
characters (and important NPCs) to receive bonuses Should the GM deem it appropriate, using Action Points to
when performing dramatic or heroic actions (see Using fulfill a heroic or important plot or goal may be reason enough to
Skills). By using Action Points, players can have their award an additional Action Point!
characters pull off amazing stunts and heroic feats, Boost a Control Roll
such as jumping off of a cliff, avoiding an explosion, or Action Points may also be used to add to the Control Roll
even dodging a gunshot or arrow! Rather than relying of a Disadvantage (see Control Rolls). Each Action Point used
on a random chance as dictated by the dice, players can to boost a Control Roll adds a bonus of +5 and is calculated the
create their characters successes when they need them same as the skill roll boost.
most! Tims character has the psychological disadvantage
A character begins each game session with one free Action Phobia (Claustrophobia) at the Hardship level. During a game,
Point. A character can gain more Action Points by attempting Tims character enters an elevator. Because psychological
dramatic and heroic actions. Players can be awarded additional disadvantages kick in automatically, the GM tells Tim that his
Action Points by the GM at any time during a game. Generally, character begins to experience extreme anxiety and that Tim must
Action Points are awarded for attempting dramatic and heroic make a Control Roll to avoid mild panic and the accompanying
actions. GMs can also award additional Action Points for role- +6 TN to all his skill rolls. The Control Roll is 10 for a Hardship,
playing and anything else they deem appropriate. Action Points so Tim rolls 3d6 and gets an 8. Failure! But Tim tells the GM
are not the only award that players will receive (there are that he really needs to make this roll and spends an Action Point
improvements in Rank if the character is in the military, medals/ to boost the roll. Tim adds 5 to his roll, making it a 13, turning
ribbons, experience to invest in the character, etc). the failed roll into a successful one. Tims character gains his
A character can save Action Points from one game session to composure and is able to control his phobia for the elevator
the next, but never more than 10. GMs should not be stingy with ride.
Action Points, and players should use them as often as possible,
Boost an Attribute
especially in cinematic style games.
Each Action Point spent will temporarily increase a primary
When To Use Action Points attribute by 1, or a derived attribute by 5.
Dramatic or Heroic Actions Attributes increased in this way do not also increase derived
Action Points may be used for any dramatic or heroic action attributes, although this may be used to increase the attribute for
with GMs permission. use with a skill roll.
A dramatic action is any action or moment in the game that This increase lasts for the duration of one event within the
is especially exciting, tense, suspenseful, or is very important to game, not merely one skill roll.
the story. Think of it in terms of an action movie; if something Reduce Damage
happens that scares you, has you on the edge of your seat, makes Each Action Point spent reduces the damage from a single
you want to jump up and yell, Yes! or clap really loud, it was attack or event by 5 points. If the damage is effectively reduced
probably a dramatic moment in the movie. to less than 0, treat it as 0 points of damage. This can simulate
Examples of dramatic moments include jumping from a a stroke of luck in which an attack completely misses the
high-rise office window to a helicopter hovering outside, an character, a glancing blow, a miracle, or any other explanation
escaped prisoner of war narrowly avoiding enemy soldiers who agreed upon by the player and the GM.
are searching for him, a showdown or duel between two long- During the fight with the Nazi soldier, Lou gets hit with a
time rivals or arch enemies, and disarming an explosive with haymaker punch for 17 points of damage! Lous TGH is only 3,
seconds to spare. so he will suffer 14 points of damage from the punch. Because
After the Dice Are Rolled this exceeds half his LIF, Lou will be knocked unconscious! Ryan
Action Points may be used after the dice have been rolled decides to spend his last remaining Action Point to reduce the
but must be used before the GM describes the outcome of the damage of the attack. By spending an Action Point, the damage
events for that turn. A player may not use more Action Points in is reduced from 14 to 9 points. Lou reels from the blow but he is
a single game session than the character has, and no more than still up and fighting!
three Action Points can be used with any single action or skill Increase Damage
roll. Action Points may be spent to increase the damage inflicted
by one of the characters own attacks. It may not be used to

48
Chapter Two: Characters

Combat!
increase the damage caused by another players character. character gains an Action Point, and some published
Each Action Point spent in this manner increases the damage products will include additional guidelines for awarding
done by a single attack or event by 5 points. Damage may be Action Points, based on the setting or genre. For
increased up to 2x the maximum damage normally possible. This example, in a pulp adventure game, characters might
can simulate a stroke of luck in which a the opponent moves gain an Action Point for incorporating their characters
into a punch, a lucky blow, a miracle, or any other explanation tag line into normal dialogue during the course of the
agreed upon by the player and the GM. adventure, for role-playing a scene exceptionally well
Lou needs to finish the Nazi off, and Ryan tries for one and in-character, or any situation in the game that the
mighty punch to the Nazis head in an attempt to knock him out. GM feels is deserving of an Action Point award to one
Ryan makes his attack rollsuccess! Normally Lou would do or more of the players.
2d6 damage with a punch, but Ryan spends an Action Point to How Many AP to Award
boost the damage.. Wham! The Nazi is hit, and Ryan rolls his The GM should carefully consider how many
damage (2d6) and gets 6. Then he adds 5 points for the Action Action Points to give out to any single character in a
Point for a total of 11, knocking the Nazi out. game session, however. Because characters cannot save
Gaining Action Points more than three Action Points from one game session to
Characters can gain Action Points during the game. When the next, players will likely spend them freely. If a GM
a character fulfills one of the following criteria, the GM should awards 10 Action Points to a character in a single game
award an Action Point to the character. session, thats effectively the same as giving the player
five automatic successes to use during the adventure.
When to Award an Action Point
This is perfectly acceptable, if this is what the GM wants, but it
Dramatic or Heroic Actions also diminishes the usefulness of points spent on each characters
The GM should award one Action Point for any particularly attributes and skills, and some players may feel cheated.
dramatic and heroic action attempted by the characters during the As a guideline, GMs should award an average of one Action
game, at the GMs discretion, this can be awarded whether it is Point to each character in Realistic level games and 2 Action
successful or not (see Dramatic or Heroic Actions). Points to each character in Cinematic level games.
Meet a Goal A player can save Action Points from one game to the next,
If a character manages to fulfill the in-game goal for his but never more than 10. If a character has more than 10 AP but
character, he should receive an Action Point. The fulfillment doesnt use them during the game, the extra points are lost.
of the goal must be in a way that logically fits into the current Starting Rank
adventure or story. A very important aspect of a character in a military game
Lou Smith narrowly defeats the Nazi guard in a tough fist is that of Rank. Promotion is covered in the next chapter on
fight and climbs aboard the Flying Wing to escape with the Character Advancement. The cost for each starting rank is the
artifact he came for. The GM decides that defeating the guard same for all the services, and is as follows:
so that Lou could use the plane to escape with the artifact is a
worthy goal and awards an Action Point to Ryan. Ryan notes the
Table 22
new Action Point on his character sheet.
Memorable Game Moments Starting Rank CP Cost
GMs can award Action Points to players for especially E-1 1
good role-playing. Any time a player performs a particularly E-2 3
memorable moment within the game, portraying his or her E-3 6
character, or does something to improve or propel the story or E-4 10
that entertains the rest of the group in a significant way (GMs E-5 15
discretion), that player deserves an Action Point.
E-6 21
The young Samurai Tateno towered over Hideo, his older,
E-7 28
more experienced foe. The older man looked up from his broken
sword with wet eyes. You have shamed me with your skills. E-8 36
No, replied Tateno, you have shamed yourself with your lack E-9 45
of them. Turning his back, Tateno walks quietly away, refusing
to give Hideo even the death of a Warrior. For officer ranks, the character requires GM permission.
Give the GM a Plot Hook The character must have the Officer Candidate School (SEE
If a player manages to role-play some aspect of his or her the Advance Training section in the Character Advancement
character in a way that allows the GM to work it into the main chapter), and pay the CP cost for the desired rank in accordance
plot of the adventureespecially if it allows the GM to make a to the following table:
complication for the PCs out of itthe player should receive
an Action Point. Many Disadvantages provide great plot hooks
for the GM, such as Dependent, Enemy and Secret.
Other Circumstances
GMs can create additional circumstances under which a

49
Chapter Two: Characters
Combat! Table 23
If the character succeeds on the Wealth roll, the character
gains the object. If the character fails, he or she cant afford the
object at the time.
Starting Rank CP Cost
If the characters current Wealth score is equal to or greater
O-1 1 than the TN, the character automatically succeeds.
O-2 3 If the character successfully purchases an object or service
O-3 6 with a purchase TN thats higher than his or her current Wealth
O-4 10 score, the characters Wealth score decreases.
O-5 15 Shopping and Time
O-6 21 Buying less common objects generally takes a number of
O-7 28 hours equal to the purchase TN of the object or service, reflecting
O-8 36 the time needed to locate the wanted materials and close the deal.
O-9 45 Getting a license or buying an object with a restriction rating
increases the time needed to make purchases.
Try Again?
Wealth
A character can try again if he or she fails a Wealth roll, but
Every character has a Wealth score that acts as the not until the character has spent an additional number of hours
basis to Wealth rolls/checks, which is used to purchase shopping equal to the purchase TN of the object or service.
goods and services in the game. This score reflects his
or her buying powera composite of income, credit rating, and Aid Another
savings. One other character can make an aid another attempt to
help a character purchase an object or service. If the attempt is
Wealth Score
successful, that character provides the purchaser with a +2 bonus
A characters starting Wealth score is equal to 2 + their on his or her Wealth roll. The character that provides the aid
Pay Grade Modifier (see Rank in the Character Advancement reduces his or her Wealth score by +1.
chapter). Players can increase the starting rank of their character
for 2 Character Points per point of Wealth. Losing Wealth
Over the course of play, the heros Wealth score will Any time a character purchases an object or service with a
decrease as the hero purchases expensive items and increase as purchase TN higher than his or her current Wealth score, or one
the character gains rank (or spends Experience Points). with a purchase TN of 15 or higher, the characters Wealth score
A characters Wealth score can never fall below +0, and goes down. How much the Wealth score is reduced depends on
there is no limit to how high the Wealth score can climb. how expensive the object is.
Since Wealth is an abstract concept, its sometimes difficult Along with this loss, any time a character buys an object or
to determine how financially well off a character is. To get a service with a purchase TN of 15 or higher, the character reduces
general sense of how financially solvent a character is at any his or her current Wealth score by an additional 1 point.
given time, check the table below. A characters Wealth score only goes down if he or she
successfully buys an object or service. If the character attempts
Table 24 to buy something and the roll fails, his or her Wealth score is
unaffected.
Wealth score Financial Condition
Wealth score of +0
+0 Impoverished or in debt
A characters Wealth score can never decrease to less than
+1 to +4 Struggling
+0. If a characters Wealth score is +0, the character doesnt have
+5 to +10 Middle class the buying power to purchase any object or service that has a
+11 to +15 Affluent purchase TN of 10 or higher. Also, it always takes a number of
+16 to +20 Wealthy hours equal to the purchase TN of the object or service.
+21 to +30 Rich
+31 or higher Very rich
Table 25

Purchasing Goods and Services Object or Service Purchase TN Wealth score Decrease
Wealth rolls are used to determine what characters can afford 15 or higher +1 point1
to purchase. Every character has a Wealth score that reflects his
110 points higher than current
or her buying power. Every object and service has a purchase TN. 1 point
Wealth score
To purchase an object, make a Wealth roll against the purchase
TN. 1115 points higher than current
1d6 points
Wealth score
The Wealth Roll
A Wealth roll is a 3d6 roll plus a characters current Wealth 16 or more points higher than
2d6 points
current Wealth score.
score. The Wealth score is fluid. It increases as a character gains
Wealth and decreases as the character makes purchases.

50
Chapter Three: Character Advancement

Combat!
Misc. Bonus
Chapter Three: Character Enlisted Ranks
Advancement Enlisted Ranks require the character to have either
the Active Duty or Reserve Duty Allegiances
Rank
Promotion TN: This is the TN required to achieve
As characters progress in the military campaign, Rank
Promotion to the listed rank.
offers them another avenue for character advancement and
Requisition TN: This is the bonus to any checks the
development in addition to gaining of skills and Advantages. In
character makes to requisition equipment, manpower,
general, a character will have the opportunity to gain rank as they
or information (see Requisitioning below).
earn Experience Points (see Promotion below), with higher rank
Pay Grade: This is the Wealth Award a character
bringing more authority, and the ability to requisition more gear
receives, in pensions, job placement assistance, and
from the characters branch of service.
college aid when he or she leaves the service (gives
Rank and the Game up the Active Duty Allegiance). Characters who have
The Game Master in any game involving military personnel only had the Reserve Duty Allegiance receive half this
must handle rank with utmost care. Two factors must be balanced amount. A character may only receive this award once.
at all times when dealing with rank: the realism of the game and Plus Ranks: Within some grades there is more
the fun of the game. than one rank, designated in game terms as a plus rank.
Realistically, rank is not as linear as most outside the military These ranks must be achieved before the character can
tend to believe. It is technically true that a First Lieutenant ten achieve the next higher rank. So a character who was a Master
minutes out of OCS outranks a Command Sergeant Major with Sergeant in the Army, would have to achieve the rank of First
thirty years combat experience. In reality, when the bullets Sergeant (E-8+) before being allowed to roll for promotion to
start flying, whom would your character listen to? In the chain E-9 (Sergeant Major). The character would likewise have to
of command, most units have a very experienced NCO (Staff achieve the rank of Sergeant Major before being allowed to roll
Sergeant or above, depending on the size of the command) who for Promotion to E-9+ (Command Sergeant Major). One person
is second in command. may only hold the Rank of E-10 at a time. This character, the
Fun must take precedence, even over reality, in any activity highest-ranking Non-Commissioned Officer for his entire branch
for enjoyment, like a role-playing game. No one shows up at his of service, is the representative of the enlisted personnel for his
or her weekly game to be ordered around by someone else. We entire branch of service.
all get enough of that in our real lives, obeying traffic laws, filling
out our taxes, toeing the line for our bosses, etc. Fortunately,
special ops groups work almost identically to adventuring parties,
with each character taking a role in leadership when the situation
better fits his expertise.
Promotion
The basic mechanic for gaining Rank in Combat! is the
Promotion check. Promotion checks are made whenever a
character gains 25 + 5 times the next Pay Grade in EP since
the last Promotion, or whenever some other quality entitles the
character to a Promotion check (such as the Fast Track Advantage,
or a GM award for some exceptional circumstance in game, such
as possibly earning a Medal as the result of a mission). Often
a character will be entitled to make more than one Promotion
check per (25 + 5 x Next Pay Grade) EP earned (for instance a
character would make a Promotion roll for gaining the required
EP since the last promotion, then if spending EP got the character
the Fast Track Advantage the character would get to roll his free
promotion check as well). However, regardless of how many
Promotion checks a character is entitled to make, a character may
not advance more than one Rank per (25 + 5 x Next Pay Grade)
EP under normal circumstances.
Whenever a character is entitled to a Promotion check,
roll 3d6 plus the characters Presence attribute score plus any
miscellaneous bonuses. The TN the character needs to roll
depends on the rank the character is trying to achieve. If the
roll succeeds, the character is advanced to the next rank. If the
roll fails, then the character must earn half of the EP normally
required to try again.
Promotion Check = 3d6 + Presence Attribute Score +

51
Chapter Three: Character Advancement
Combat!
Table 26

Army Ranks
Rank Name Promotion TN Requisition Modifier Pay Grade
E-1 Private --- +0 +1
E-2 Private 15 +1 +2
E-3 Private First Class 16 +2 +3
E-4 Specialist 16 +4 +4
E-4+ Corporal 17 +5 +4
E-5 Sergeant 18 +6 +5
E-6 Staff Sergeant 18 +8 +6
E-7 Sergeant 1st Class 19 +10 +7
E-8 Master Sergeant 20 +12 +8
E-8+ First Sergeant 21 +14 +8
E-9 Sergeant Major 21 +16 +9
E-9+ Command Sgt. Major 22 +18 +9
E-10 Sgt. Major of the Army 26 +20 +10
Warrant Officer Ranks (Requires 5 Skill levels in two skills)
WO-1 Warrant Officer 1 18 +6 +6
WO-2 Warrant Officer 2 19 +9 +7
WO-3 Warrant Officer 3 20 +12 +8
WO-4 Warrant Officer 4 21 +15 +9
WO-5 Chief Warrant Officer 22 +18 +10
Officer Ranks (Requires Officer Candidate School)
O-1 2nd Lieutenant 18 +6 +6
O-2 1st Lieutenant 19 +9 +8
O-3 Captain 20 +12 +10
O-4 Major 22 +15 +12
O-5 Lieutenant Colonel 23 +18 +14
O-6 Colonel 24 +21 +16
O-7 Brigadier General 26 +24 +18
O-8 Major General 27 +27 +20
O-9 Lieutenant General 28 +30 +22
O-10 General 29 +33 +24

52
Chapter Three: Character Advancement

Combat!
Table 27

Marine Ranks

Rank Name Promotion TN Requisition Modifier Pay Grade

E-1 Private -- +0 +1

E-2 Private First Class 15 +1 +2

E-3 Lance Corporal 16 +2 +3

E-4 Corporal 16 +4 +4

E-5 Sergeant 17 +6 +5

E-6 Staff Sergeant 18 +8 +6


E-7 Gunnery Sergeant 19 +10 +7

E-8 Master Sergeant 20 +12 +8

E-8+ First Sergeant 21 +14 +8

E-9 Master Gunnery Sergeant 21 +16 +9

E-9+ Sergeant Major 22 +18 +9

E-10 Sgt. Maj. of the Marines 26 +20 +10


Warrant Officer Ranks (Requires 5 Skill levels in two skills)

WO-1 Warrant Officer 1 18 +6 +6

WO-2 Warrant Officer 2 19 +9 +7

WO-3 Warrant Officer 3 20 +12 +8

WO-4 Warrant Officer 4 21 +15 +9

WO-5 Chief Warrant Officer 22 +18 +10


Officer Ranks (Requires Officer Candidate School)

O-1 2nd Lieutenant 18 +6 +6

O-2 1st Lieutenant 19 +9 +8


O-3 Captain 20 +12 +10

O-4 Major 22 +15 +12

O-5 Lieutenant Colonel 23 +18 +14

O-6 Colonel 24 +21 +16

O-7 Brigadier General 26 +24 +18

O-8 Major General 27 +27 +20

O-9 Lieutenant General 28 +30 +22

O-10 General 29 +33 +24

53
Chapter Three: Character Advancement
Combat! Table 28

Navy Ranks

Rank Name Promotion TN Requisition Modifier Pay Grade

E-1 Seaman Recruit --- +0 +1

E-2 Seaman Apprentice 15 +1 +2

E-3 Seaman 16 +2 +3

E-4 Petty Officer 3rd Class 16 +4 +4

E-5 Petty Officer 2nd Class 17 +6 +5

E-6 Petty Officer 1st Class 18 +8 +6

E-7 Chief Petty Officer (CPO) 19 +10 +7

E-8 Senior CPO 20 +12 +8

E-9 Master CPO 21 +18 +9

E-10 Master CPO of the Navy 26 +20 +10


Warrant Officer Ranks (Requires 5 Skill levels in two skills)

WO-1 Warrant Officer 1 18 +6 +6

WO-2 Warrant Officer 2 19 +9 +7

WO-3 Warrant Officer 3 20 +12 +8

WO-4 Warrant Officer 4 21 +15 +9

WO-5 Chief Warrant Officer 22 +18 +10


Officer Ranks (Requires Officer Candidate School)

O-1 Ensign 18 +6 +6

O-2 Lieutenant Junior Grade 19 +9 +8

O-3 Lieutenant 20 +12 +10

O-4 Lieutenant Commander 22 +15 +12

O-5 Commander 23 +18 +14

O-6 Captain 24 +21 +16

O-7 Rear Admiral, Lower 26 +24 +18

O-8 Rear Admiral, Upper 27 +27 +20

O-9 Vice Admiral 28 +30 +22

O-10 Admiral 29 +33 +24

Table 29

Above O-10

Name Promotion TN Requisition Modifier Pay Grade

Joint Chiefs 35 +40 +28

Chairman Joint Chiefs 40 +46 +32

54
Chapter Three: Character Advancement

Combat!
and characters will have the opportunity to learn many
different skills during their time in the military. The
different branches of the service have a different name
for this, but for ease we will use the Armys Military
Occupational Specialty (or MOS). MOS packages
represent the advanced training provided to people going
into a particular MOS, and provide skill bonuses and
highly skill characters bonuses to Promotion checks.
Each school has its own cost in Experience Points
(cost noted with the school description). Most enlisted
men and women spend their entire military careers in
a single MOS. Bouncing around from MOS to MOS is
inefficient, and is highly discouraged for most soldiers.
Advancing Wealth Special operations characters, however, are expected to
Regaining Wealth have a high degree of self-sufficiency, and cross training
A characters Wealth score recovers as the character advances. in a number of different areas.
When the character gains Rank, their pay grade modifier to Terminology Note: Each branch of service has its
the Wealth score increases (and therefore their Wealth score own language. Each MOS below that is offered by more
increases). The character can also increase their Wealth score than one branch of service has a different name for each
by saving. Anytime a character makes a Promotion roll/check different military organization. What the Army calls Signals,
(regardless of whether they succeed or fail in the Promotion the Air Force calls the Communications Career Field, and
check) without making a purchase that requires a Wealth roll (so the Marine Corps calls Operational Communications. In
all purchases are done of items with TN below the Wealth score general, however, each MOS is given only one name, for ease
of the character) they can make a roll to gain wealth. The roll of reference.
is 3d6 + Current Wealth + Willpower VS TN. The TN for this Air Assault Training
roll is equal to 15. If the roll succeeds, then the character gains Cost: 4 EP
+1 Wealth, if the roll fails then there is no effect to their Wealth Your character is trained to deploy rapidly by rappelling
score. from helicopters into combat.
Wealth Awards Skills: Your character gains a +2 bonus on Climb and
The GM may award Wealth points to a PC if applicable for Acrobatic skill rolls. Your character is also eligible to be sent on
the story (the character works part time at a second job when not missions where rappelling out of a helicopter is necessary. Your
on duty, assistance from charitable organizations, etc). character also gains a +2 bonus on all Promotion check rolls.
Selling Stuff Amphibious Assault Training
To sell something, a character first needs to determine its Cost: 9 EP
sale value. Assuming the object is undamaged and in working Your character has learned how to fight and survive in
condition, the sale value is equal to the objects purchase TN (as amphibious conditions (including beach areas, but excluding
if purchased new) minus 3. shipboard combat).
Selling an object can provide an increase to a characters Skills: Your character gain a +1 bonus on to hit and damage
Wealth score. The increase is the same amount as the Wealth score rolls, and a +2 bonus to the following skills in amphibious
loss the character would experience if the character purchased an terrain: Balance, Climb, Demolitions, Drive, Navigation, Tactics,
object with a purchase TN equal to the sale value. Awareness, Survival, Swim. Your character also gains a +2 bonus
Regardless of the characters current Wealth score, he or she on all Promotion check rolls.
gains a Wealth score increase of 1 whenever the character sells Arctic Warfare College
an object with a sale value of 15 or higher. If a character sells an Cost: 9 EP
object with a sale value less than or equal to his or her current Your character has learned how to fight and survive in arctic
Wealth score, and that sale value is 14 or lower, the character terrain.
gains nothing. Skills: Your character gain a +1 bonus to attack rolls, and a
A character cannot legally sell restricted objects unless +2 bonus to the following skills in arctic terrain: Balance, Climb,
the character is licensed to own them. A character also cannot Demolitions (for rigging avalanches, landslides, and cave-
legally sell objects that have been reported as stolen. Selling ins), Navigation, Drive, Track, Tactics, Awareness, Survival.
objects illegally usually requires that the character has contacts Characters with this training are also proficient in the use of
in the black market, and reduces the sale value by an additional skis, which negate any movement penalties due to snow/arctic
3. Selling takes a number of hours equal to the normal purchase conditions. Your character also gains a +2 bonus on all Promotion
TN of the item. check rolls.
Advanced Training Defense Language Institute
Military Occupational Specialties (MOS): To coin a Cost: 6 EP
phrase: being in the military is not just an adventure, its an Your character has attended the elite joint military language-
occupation. Being in the military is not just one occupation,

55
Chapter Three: Character Advancement
Combat! training course, taught at the Presidio, in Monterey
California.
Skills: Character gains a +4 skill in any one
Promotion check rolls.
MOS Combat Engineering
Cost: 10 EP
language. Character learns new languages easier, Your character is trained in combat construction and bridge
gaining a +2 skill in any language the character learns laying, as well as mine laying and mine removal.
to speak, read or write. Your character also gains a +2 Skills: Gain a +1 to skill rolls in the following skills:
bonus on all Promotion check rolls. Craft (Chemical), Craft (Electronic), Craft (Mechanical), Craft
Desert Warfare College (Structural), Demolitions, Disable Device, Drive, Knowledge
Cost: 9 EP (Technology), navigate, Repair, Survival. Gain a +2 bonus to all
Your character has learned how to fight and survive Promotion check rolls.
in desert terrain, most commonly at the National MOS Diver
Training Center at Fort Erwin, California. Cost: 8 EP
Skills: Your character gain a +1 bonus to attack rolls, Your character is trained in underwater repair, demolition,
and a +2 bonus to the following skills in desert terrain: and salvage.
Balance, Climb, Demolitions (for rigging avalanches, Skills: Gain a +1 to the following skills: Craft (Chemical),
landslides, and cave-ins), Drive, Navigation, Track, Craft (Electronic), Demolitions, Disable Device, Knowledge
Tactics, Awareness, Survival. Your character also gains (Technology), Profession (Diver), Repair, Search, and Swim.
a +2 bonus on all Promotion check rolls. Gain a +2 bonus to Promotion check rolls.
Jump School MOS Field Artillery
Cost: 6 EP Cost: 8 EP
Description: Your character has volunteered for the honor to Your character is trained to fire indirect fire weapons, from
jump out of a perfectly good aircraft. Jump School is available the smallest mortar to the largest howitzers. This MOS also covers
to every soldier who meets the physical requirements, and is especially large indirect fire weapons such as ship cannons when
required for participation in any special operations unit, including used for indirect fire (bombardment).
the Green Berets and the Rangers.
Skills: Gain +4 to accuracy in the firing of indirect weapons,
Skills: Your character gain a +2 to the following skills: and +2 to Tactics, stealth/hide and repairing of such weapons.
Balance, Paradrop, and Acrobatics. Your character also gains a Gain a +2 bonus to all Promotion check rolls.
+2 bonus on all Promotion check rolls.
MOS Infantryman/Rifleman
Jungle/Swamp Warfare College Cost: 10 EP
Cost: 9 EP
Army, Marines
Your character has learned how to fight and survive in
Your character is trained to perform offensive and defensive
jungle/swamp terrain.
combat operations, including placement and removal of mines,
Skills: Your character gain a +1 bonus to attack rolls, and reconnaissance, and leading of combat units.
a +2 bonus to the following skills in jungle/swamp terrain:
Skills: Gain a +1 to the following skills: Climb, Craft
Balance, Climb, Demolitions (for rigging avalanches, landslides,
(Structural), Demolitions, Disable Device, Drive, Stealth,
and cave-ins), Drive, Stealth, Tactics, Awareness, Survival. Your
Intimidate, Tactics, Navigate, Awareness, Survival. Gain a +2 to
character also gains a +2 bonus on all Promotion check rolls.
Small Arms Skill Group. Gain a +2 bonus to all Promotion check
MOS Armor rolls.
Cost: 7 EP MOS Intelligence
Army, Marine Corps Cost: 11 EP
Your character is trained to operate as either a driver or a Your character is trained in information gathering. Depending
crewman on a large wheeled or tracked vehicle, such as the M-1 on your characters specialty, this could involve using satellites,
Abrams, Paladin, or Avenger. binoculars, or a bribe slipped under a table. Characters with the
Skills: Gain a +1 to skill rolls in all of the following when MOS Signal Intelligence will have the Signals MOS, as well
operating a large wheeled or tracked vehicle: Communication as the Intelligence MOS, and select either the Cryptography or
Operations, Drive, Stealth, Tactics, Knowledge (technology), Electronic Warfare advantages.
Navigate, Repair. Gain a +2 bonus to all Promotion check rolls. Skills: Gain a +1 to each of the following skills:
MOS Aviation Communications Operation, Computer Use, Cryptography,
Cost: 6 EP Diplomacy, Electronic Warfare, Forgery, Gather Information,
Your character is trained in aviation support techniques, Interrogation, Intimidate, Intrigue, Research, Awareness. Gain a
including Air Traffic Control duties. At higher skill levels, your +2 bonus to all Promotion check rolls.
character will be trained to construct air traffic control facilities, MOS Law Enforcement
and to command them. Cost: 11 EP
Skills: Gain a +1 to skill rolls in all of the following when Law Enforcement characters provide security for critical
dealing with Aviation: Air Traffic Control, Communications military bases and resources, guard prisoners of war, and act as
Operation, Craft (Electronic), Craft (Mechanical), Craft military police.
(Structural), Knowledge (Technology), Repair. Gain +2 to Skills: Gain a +1 to each of the following skills: Investigation

56
Chapter Three: Character Advancement

Combat!
Skill Group, Diplomacy, Drive, Handle Animal, Intimidate, +2 bonus to the following skills in mountainous terrain:
Knowledge (Civics), Intrigue, and Awareness. Gain a +2 bonus Balance, Climb, Demolitions (for rigging avalanches,
to all Promotion check rolls. landslides, and cave-ins), Navigation, Drive, Stealth,
MOS Maintenance Tactics, Awareness, Survival. Gain +2 bonus to all
Cost: 7 EP Promotion check rolls.
Your character performs a vital, if less than glamorous job: NCO School
the care, maintenance, and repair of the numerous vehicles, Cost: 5 EP
tanks, missiles systems, and electronic equipment fielded by the Your character has been given instruction in
military. command.
Skills: Gain a +1 bonus to each of the following skills: Prerequisite: Rank E-4 or higher.
Communication Operations, Craft (electronic), Craft Skills: Gain +2 bonus to the skill Tactics. Your
(mechanical), Craft (structural), Drive, Knowledge (technology), character gains a +2 bonus to all Promotion check
Repair. Gain a +2 bonus to all Promotion check rolls. rolls. All units led by your character in combat (see
MOS Medical the Small Unit Combat section for more information)
Cost: 7 EP ignore the first morale hit they take, cumulative with the
Performs duties as a field medic to combat units, and provides Leadership Advantage. Units trained by your character
support to nursing and medical staff at military hospitals. gain 1 Experience Point each month.
Skills: Gain the NBC Advantage at Convenience level. Officer Candidate School
Gain +1 to each of the following skills: Craft (Pharmaceutical), Cost: 16 EP
Knowledge (Behavioral Sciences), Knowledge (Technology), Your character has graduated from an elite officer-training
Knowledge (NBC), Repair (Medical Equipment), Research, program.
Treat Injury. Gain +2 to all Promotion check rolls. Skills: Gain a skill bonus of +4 in Tactics. All units lead by
MOS NBC your character in combat (see the Small Unit Combat section
Cost: 8 EP for more information) ignore the first morale hit they take,
Identifies nuclear, biological and chemical weaponry based cumulative with the Leadership advantage. Units trained by
on limited data, observations, or effects. The MOS NBC is also in your character receive 1 XP per month. Your characters rank is
charge of caring for their units NBC equipment, training soldiers immediately improved to O-1, and your character receives a +2
in NBC countermeasures and survival, and ensuring that a unit is bonus to all future Promotion check rolls.
prepared to operate in a NBC environment. SERE
Skills: Gain +2 to the following skills as they relate to NBC: Cost: 5 EP
Craft (Electronic), Craft (Chemical), Diplomacy, Disable Device, SERE stands for Survival, Evasion, Resistance, and Escape,
Knowledge (Technology), Repair, Research, Treat Injury. Gain and is the military training program to prepare soldiers for
+2 bonus to all Promotion check rolls. surviving in hostile territory, withstand interrogation and torture,
MOS Pilot and escape or survive to reach home. The SERE motto is return
Cost: 12 EP with honor. Although SERE training is offered to all branches
Your character is trained to pilot various types of aircraft for of service (especially special operations forces), many regular
the following purposes: air superiority, reconnaissance, combined Air Force and Navy Pilots and Navigators receive this training,
arms, and rescue operations. since they are at high risk of being shot down behind enemy lines
and captured.
Skills: Gain +2 in the following skills: Air Traffic Control,
Craft (Electronics), Craft (Mechanical), Knowledge (Tactics), Benefit: Characters with this training gain a +2 bonus
Pilot, Repair. Gain a +2 bonus to all Promotion check rolls. on Stealth and Survival checks, and a +2 on all Willpower
Attribute Rolls to resist intimidation, interrogation, torture,
MOS Signals and brainwashing. Characters also gain a +1 bonus to all future
Cost: 6 EP Promotion check rolls.
Your character is trained to install, maintain, repair, and
Urban Warfare College
operate communications systems. Characters wishing to be
Cost: 9 EP
MOS Signal Intelligence will have this MOS and the Intelligence
MOS, and select either the Cryptography or Electronic Warfare Description: Your character has learned how to fight and
Advantages. survive in urban terrain.
Skills: Gain +1 to the following skills: Operate Electronics Benefit: Your character gain a +1 bonus to attack rolls, and a
(Communication Equipment), Craft (Electronic), Craft +2 bonus to the following skills in urban terrain: Balance, Climb,
(Mechanical), Diplomacy, Knowledge (Technology), Repair. Demolitions, Drive, Stealth, Tactics, Awareness, Survival. Your
Gain a +2 bonus to all Promotion check rolls. character also gains a +2 bonus to all Promotion check rolls.
Mountain Warfare College
Cost: 9 EP
Your character has learned how to fight and survive in
mountainous terrain.
Benefit: Your character gain a +1 bonus to attack rolls, and a

57
Chapter Four: Equipment
Combat! Chapter Four:
Equipment
protective posture. (Provides immunity to inhaled chemical
attacks)Weight: 4.5 pounds
Modular Lightweight
Special operations characters are defined by more Load-carrying Equipment System
than just their training (although that training is second The MOLLE system consists of a modular rucksack with
to none). The specialized equipment used by special removable compartments and components, and a fighting load
operations forces compliments their training, allowing vest that accepts removable pockets for rifle, pistol, squad
them to pack the punch of a rifle company into a automatic weapon and grenadier configurations. It also includes
small group of elite soldiers. This superior weaponry an On-the-Move Hydration System.
and training combine to make the special operations Weight: 16.8 pounds
forces feared and respected around the world. Many
Modular Sleeping Bag System
of the weapons listed below are next generation
The MSBS is a bag-within-a-bag concept. An intermediate
firearms. Meaning, they are slowly making their way
sleeping bag fits into a patrol warm-weather bag to form
into the regular ranks, replacing older weapons. The M-
an extreme cold-weather sleeping bag. The MSBS consists
4 Carbine, for example, began its military career as a
of a camouflage, water resistant, breathable bivouac cover; a
special operations weapon, then made its way into elite
lightweight patrol sleeping bag; an intermediate cold-weather
units such as the 82nd Airborne. Slowly, this weapon
sleeping bag; and a compression stuff sack (to store and carry
will replace the older M-16 for most frontline units, as
the system).
it is smaller, lighter, and better adapted to close quarters fighting,
something the military sees itself doing more and more in the Protection: Patrol Bag: 35 to 50 degrees.
years ahead. Intermediate CW Bag: -5 to 35 degrees.
Patrol, ICW and ECWCS: Down to -50 degrees.
Personal Equipment Weight: 10.6 pounds
Personal equipment is gear used by soldiers for comfort (such
as the modular sleeping bag), to protect against NBC attack, to NBC Suit
see at night, and to communicate on the battlefield. This suit renders the character completely immune to
chemical, biological, and low-level radiation damage (in other
Hazmat Suit words, fallout radiation and such). Close proximity to active
This suit renders the character completely immune to radiation is heat damage, and this suit offers no protection
chemical and biological attack. These suits are bulky, imposing against heat, only strong radiation sources. These suits are
a 2 DEF penalty over and above any penalty the character gets bulky, imposing a 2 DEF penalty over and above any penalty
from armor she is wearing (these suits are loose and can be worn the character gets from armor she is wearing (these suits are
over armor). These suits are also hot and cumbersome, imposing loose and can be worn over armor). These suits are also hot and
a 2 penalty on any Attribute rolls to avoid taking damage due cumbersome, imposing a 2 penalty on Attribute rolls to avoid
to hot weather or dehydration. If a character takes 10 points of taking damage due to hot weather or dehydration. If a character
damage while wearing this suit, it has been punctured to the point takes 20 points of damage while wearing this suit, it has been
that he loses its benefits. punctured to the point that he loses its benefits.
JST Suit Night Vision Goggles, AN/PVS7D
Joint Service Lightweight Integrated Suit Technology This helmet-mounted image-intensification system is used
Ensemble for such nighttime operations as driving, walking, map reading
This ensemble is a lightweight, flexible clothing system that and performing maintenance. The system is designed for use
provides protection against chemical and biological agents. The in conjunction with rifle mounted aiming lights. This system
components, when combined with standard CB protective butyl provides its wearer with the ability to see in the dark out to a
gloves and masks for respiratory protection, allow for complete range of 150 feet.
mission-oriented protective posture flexibility. Weight: 1.5 pounds
Weight: 9.6 pounds
Soldier Intercom
M-9 Multipurpose Bayonet System The Soldier Intercom allows soldiers to talk to each other
The M-9 multipurpose bayonet system is used as a bayonet from up to 700 meters without giving away their positions.
on the M-16- series rifle and the M-4-series carbine, as a hand Squad leaders can talk to the entire squad simultaneously on a
weapon, as a general field and utility knife, as a wire cutter discreet channel heard only by them. Each Soldier Intercom unit
together with its scabbard, and as a saw. includes a receiver/transmitter, rechargeable battery pack and
Damage: 1d6 headset with boom microphone.
M-40 Protective Mask Weight: 1.4 pounds
The M-40 mask protects soldiers against nuclear, biological Weapons
and chemical threats by filtering air through an externally This section introduces some new weapons in use by the military
mounted filter canister. The canister is easy to replace and can be today, such as the M-203 grenade launcher, newer sniper rifles,
mounted on the left or right side of the mask. The M-40 is used dedicated hybrid assault rifle/grenade launcher combos and so
in conjunction with the Joint Service Lightweight Integrated Suit forth.
Technology Ensemble to allow for complete mission-oriented

58
Chapter Four: Equipment

Combat!
Claymore firing mechanism to the scope used, to the ammunition
An anti-personnel weapon, the Claymore fires 700 steel balls was optimized to increase this weapons range. Like the
and 682 grams of C-4 in a cone from the weapon on command counterpart sniper rifle used by the Army (the M-24),
from a detonator. The Claymore is very useful for protecting this weapon is also a heavily modified Remington 700
defensive positions against infantry attacks, and is also useful hunting rifle.
against light vehicles. This weapon requires 3 levels of the M-120 Mortar
Demolitions skill to use safely (TN 15 to set the weapon up). The M-120 is a bridge between mortar and full-
Flash-Bang Grenade fledged artillery pieces such as the howitzer. This
These weapons are favorites of Special Forces units, weapon can be carried, but almost never is, except in
especially hostage rescue units. The weapon, also known as a emergencies. Normally trucks tow these weapons.
stun grenade emits a blinding flash and deafening boom, but The M-120 has a sophisticated site that provides
inflicts no other damage. Anyone in the weapons blast radius the gunner of the weapon a +2 to hit.
must make a Reflex roll (TN 18) or be Blinded for 2d6 rounds, M-224 Mortar
and another Reflex roll (also TN 18) or be deafened for 2d6 The M-224 is a light mortar, optimally used with a
rounds. 2-man crew; this weapon may be carried and used by a
M-4/203 single soldier under duress (firing every other round).
Every rifleman becomes a grenadier with this weapon With 2 men, this weapon may be fired every round.
combination. A M-203 grenade launcher is affixed to the bottom These weapons are included in each unit of platoon
of a M-4 carbine. Both weapons use the same stock. This potent size or higher, allowing individual infantry units the punch of
combination is now in the hands of almost every American artillery when needed.
soldier. Of the two combo weapons, this weapon is preferred The M-224 has a sophisticated site that provides the gunner of
over the M-16/203 because it weighs less. the weapon a +1 to hit.
M-16/203 M-252 Mortar
A slightly older combination weapon, this effective power- A skilled crew can fire this potent weapon once per round,
enhancer is still in widespread use in todays military. This delivering sustainable fire (especially when used in groups) on
weapon is slowly being replaced by the M-4/203 combination forward targets. Since this weapon may be disassembled, its
because of that weapons lighter weight and better close quarters weight may be divided between the three-man crew that operates
fighting ability. it. A skilled crew (5 levels in the Artillery skill) may assemble
this weapon taking a
Table 30 full turn to do so. A
common tactic with this
Personal Equipment weapon is to position
several mortar behind a
Name Size Weight Purchase TN Restriction hill to gain cover from
direct fire (the mortar
Hazmat Suit Large 50 lb. 18 Res.
can fire over the hill at
JSL Suit Medium 9.6 lb. 15 Res. no penalty).
The M-252 has a
M-9 Bayonet Tiny 1 lb. 15 ---
sophisticated site that
M-40 Protective Mask Small 4.4 lb. 15 --- provides the gunner of
the weapon a +2 to hit.
Modular Load-Carrying System Medium 16.8 lb. 15 ---
M-1014 Joint
Modular Sleeping Bag Medium 10.6 lb. 15 ---
Services Combat
NBC Suit Large 50 lb. 21 Mil. Shotgun
Night-Vision Goggles Small 1.5 lb. 18 Res.
Although the M-
1014 was primarily
Soldier Intercom Tiny 1.4 lb. 18 Res. tested by the U.S.
Marine Corps, the
weapon, as its name
M-24 Sniper suggests, was designed to be the ultimate military shotgun, and
The M-24 is the current preferred sniper rifle of the U.S replace the different models that were currently being used by
Army. This weapon is superior to older sniper rifles because of its various police, special operations, and military forces. The M-
lighter weight and box-fed magazine. This weapon is essentially 1014 is a superior, box-fed shotgun, and was approved in 2001 to
a heavily modified Remington 700 hunting rifle. be the shotgun of all the armed forces of the United States. Police
M-40A1 Sniper and special operations forces primarily use this weapon.
The M-40A1 is the current preferred sniper rifle of the U.S.
Marine Corps. This weapon is superior to almost any weapon in
the world in its range, and every aspect of the weapon, from the

59
Chapter Four: Equipment
Combat!

Table 31

Firearms

Weapon Damage Type Range ROF Magazine Size Weight Purchase TN Restriction

Longarms

M-4/203 3d6/* Ball./* 60 ft. S,A 30 box Large 10 lbs. 18 Mil.

M-16/203 3d6/* Ball./* 80 ft. S,A 30 box Large 13 lbs. 18 Mil.

M-24 Sniper (7.62 mm) 4d6 Ballistic 140 ft. S 5 box Large 12 lbs. 20 Mil.

M-40A1 Sniper (7.62 mm) 7d6 Ballistic 160 ft. S 5 box Large 15 lbs. 21 Mil.

M-1014 (12-guage Shotgun) 3d6 Ballistic 40 ft. S 6 box Large 9 lbs. 16 Res.

Heavy Weapons

M-203 Varies -- 80 ft. 1 1 int. Large 6 lbs. 16 Mil.

M-249 SAW (5.56 mm) 7d6 Ballistic 90 ft. A 100 box Large 16 lbs. 21 Mil.

M-240 (7.62 mm) 8d6 Ballistic 120 ft. A Linked Huge 28 lbs. 24 Mil.

Stinger 10d6 Ballistic 150 ft. 1 Varies Large 15 lbs 15 Mil.

.
* Weapon has a M-203 Grenade Launcher attached, and may use that weapons stats to fire grenades.
S: Semi-Automatic; A: Automatic

60
Chapter Four: Equipment

Combat!
M-203 Grenade Launcher action as powerful force projectors. Some of these
This weapon is a new version of the M-79, and has almost vehicles will be essential to special operations forces,
completely replaced that older weapon in military service some are used by the larger military.
because of its greater range and Defense and Maneuver:
lighter weight. This weapon is Many of the vehicles in this
Table 32
commonly used in tandem with the section have exceptional
M-4 and the M-16 to provide the MPH KPH FPR (Chase Scale) ** Defense and Maneuver
infantryman even greater flexibility. ratings relative to their size.
Special Operations forces always 10 16 18 (1) This is because military
use this weapon in the M-4/203 20 32 36 (3) vehicles, being designed
combination. for combat, have profiles
30 48 54 (5) (the side meant to face the
M-249 Squad Automatic
40 64 72 (7) enemy when they fight) that
Weapon (SAW)
are narrow and hard to hit
The M-249 Squad Automatic 50 80 90 (9) as well as state of the art
Weapon is a man-portable version
60 96 108 (10) maneuverability systems.
light machine gun. This weapon,
Vehicles are described
which first saw action in special 70 112 126 (12) by a number of statistics, as
operations units, is slowly being
80 128 144 (14) shown on Table: Vehicles.
issued force wide in the Army
Crew: The standard number of
and Marine Corps, and will soon 90 144 162 (16) crew. In most cases, only one person
completely replace the M-60.
100 160 180 (18) is needed to drive the vehicle; other
Although heavy, this weapon can
crewmembers serve as gunners or
be carried and used by one man. 120 192 216 (21) copilots.
Each special operations unit will try
to have at least one member with 140 224 252 (25) Passengers: The number of
a SAW, for those times when your passengers (in addition to the crew)
160 256 288 (28) the vehicle is designed to carry.
character just needs to punch his
way through. 180 288 324 (32) Vehicles that carry passengers can
use that space to carry additional
M-240 Machine Gun 200 320 360 (36) cargo when passengers arent present.
Although not a man-portable Each unused passenger slot allows
225 360 405 (40)
weapon (this weapon must be fired the vehicle to carry an additional 100
from a bipod or pintle mount), this 250 400 450 (45) pounds of cargo.
weapon is very popular with special Cargo Capacity: The amount
275 440 495 (49)
operations forces because of its of cargo the vehicle is designed to
flexibility and power. These weapons 300 480 540 (54)
carry. Many vehicles can carry extra
are built to be modified, and if pintle passengers instead of cargo, but doing
350 560 630 (63)
mounted in a helicopter, the weapon so is usually a cramped, uncomfortable,
can be modified to fire from a tripod 400 640 720 (72)
and often unsafe experience for those
or bipod in minutes (especially passengers. As a rule of thumb, one
450 720 810 (81)
handy when that helicopter goes additional passenger can be carried
down and your character has to 500 800 900 (90)
for each 250 pounds of unused cargo
leave it behind, but dont want to capacity.
550 880 990 (99)
leave the machine gun behind).
Initiative: The modifier added
Stinger Missile 600 960 1080 (108)
to the drivers or pilots initiative roll
This shoulder fired anti-aircraft 650 1040 1170 (117) when operating the vehicle.
weapon ignores the first 10 points Maneuver: The modifier added
of protection of a vehicle or object 700 1120 1260 (126)
to any Drive or Pilot roll attempted
struck, and gains a +1 to hit against 750 1200 1350 (135) with the vehicle.
airborne targets. Top Speed: The maximum
800 1280 1440 (144)
New Vehicles number of squares the vehicle can
Military vehicles are not just 850 1360 1530 (153) cover in 1 round at character scale
a means of getting around. Many 900 1440 1620 (162)
(with the number of squares at chase
military vehicles are complex scale in parentheses). This is the
fighting machines capable of 950 1520 1710 (171) fastest the vehicle can move.
dominating any battle they take part 1000 1600 1800 (180) Defense: The vehicles Defense.
in. Helicopters, jets, tracked and Hardness: The vehicles
wheeled vehicles, mighty warships, hardness. Subtract this number from
and even powerboats have all seen ** FPR = Feet Per Round any damage dealt to the vehicle.

61
Chapter Four: Equipment
Combat! Table 33

Personal Munitions

Weapon Damage Type Radius Range Size Weight Purchase TN Restriction

Claymore 6d6 Slashing 20 ft. 0 Small 3 lbs. 18 Mil.

Flash-Bang * * 10 ft. 10ft. Tiny 1 lb 14 Mil.

Table 34

Indirect Fire Weapons

Weapon Damage Crew Type Range ROF Size Weight Purchase TN Restriction

M-120 Mortar 10d6 4/1 Ballistic 4.5 mi. 5 rds. Huge 320 lbs. 26 Mil.

M-224 Mortar 8d6 2/1 Ballistic 2.2 mi. 1 rd. Huge 47 lbs 18 Mil.

M-252 Mortar 9d6 3/1 Ballistic 3.5 mi 2 rds. Huge 91 lbs. 21 Mil.

Table 35

Fixed Wing

Name Crew Pass Cargo Init Man. Top Speed Def Hard LIF Size Purchase TN Restriction

A-10 (jet fighter) 1 0 0 -2 -2 900 (90) 8 10 40 G 40 Mil.


AC-130H (heavy
14 0 0 -4 -4 480 (48) 6 10 40 G 40 Mil.
aircraft)
Air Force One
26 100 0 -4 -4 980 (98) 6 15 50 G * *
(heavy aircraft)
B-2 (heavy
2 * * -2 -2 1250 (125) 8 15 50 G 90 Mil.
aircraft)
B-52 (heavy
5 * * -4 -4 1220 (122) 6 15 50 G 45 Mil.
aircraft)
C-2A (heavy
4 * * -2 -2 650 (65) 8 8 40 G 33 Mil.
aircraft)
C-130H (heavy
5 * * -4 -4 715 (75) 6 12 50 G 40 Mil.
aircraft)
F-14 (jet fighter) 2 0 0 +2 +0 1400 (140) 10 6 30 G 55 Mil.

F-15 (jet fighter) 1 0 0 +2 +0 1400 (140) 10 6 35 G 60 Mil.

F-16 (jet fighter) 1 0 0 +0 +0 1400 (140) 10 6 35 G 40 Mil.

F-18 (jet fighter) 1 0 0 +0 +0 1300 (130) 10 10 45 G 58 Mil.


SR-71 (heavy
2 0 0 +2 +2 3200 (320) 10 8 40 G 65 Mil.
aircraft)

62
Chapter Four: Equipment

Combat!
Hit Points: The vehicles full normal hit points. on board 26000.
Size: Vehicle size categories are defined differently from the Air Force One cannot be requisitioned under any
size categories for weapons and other objects. circumstances. If the PCs are extremely lucky they
Purchase TN: This is the purchase TN for a Wealth roll might get to ride in it a time or two.
to acquire the vehicle. This number reflects the base price and Air Force One is 46 squares long, and 13 squares
doesnt include any modifier for purchasing the vehicle on the wide (wingspan).
black market. This will rarely come into play during most military B-2 Spirit
games (the US military does not require troops to purchase their A dramatic leap forward in technology, the B-2 was
equipment), however it is provided here in case the game is first introduced in 1993, when the Spirit of Missouri
more of a guerilla war game (where the PCs are playing guerilla was delivered to Whiteman AFB, in Missouri, the only
fighters and do need to acquire their own equipment). base to field the B-2 (whose numbers are unknown, but
Restriction: The restriction rating for the vehicle, if any, estimated at 19).
and the appropriate black market purchase TN modifier. This The B-2 can carry a payload of 40,000 lbs, including
modifier should be applied to the Purchase TN when this item is bombs and missiles of all varieties. Like the B-52, this
being acquired on the black market. aircraft is a strategic bomber capable of carrying nuclear
Vehicle Speed Conversion Table weaponry.
To aid the Game Master in designing his own vehicles, and The B-2 is 14 Squares long and 34 squares wide
also for coming up with the dreaded how fast does it move on (wingspan).
the fly, the following table provides a rough conversion of miles The B-2 is completely undetectable by current radar
per hour (mph) to feet per round (fpr). For those not in America, technology.
kilometers per hour (kph) is included for convenience. B-52 Stratofortress
Fixed Wing One of the most successful aircraft ever designed, the B-
Fixed wing aircraft are used by the military both for attack 52 was introduced into service in 1954, and has an estimated
and transport purposes. Most of these aircraft require a runway to lifespan extending to 2045.
take off and land, though some are capable of landing in extremely The B-52 is a strategic bomber, capable of carrying a weapons
cramped conditions such as the deck of an aircraft carrier. payload of 70,000 lbs. that may include bombs, missiles (of all
A-10 Thunderbolt kinds), and nuclear weapons.
The Thunderbolt is a twin-engine aircraft designed specifically The B-52 is 32 squares long, and 37 squares wide
for close air support of ground forces and the destruction of (wingspan).
targets on the ground. Equipped with night vision technology, C-2A Greyhound
granting pilots full range of vision at night, the Thunderbolt can The C-2A is the primary aircraft carrier supply transport.
carry 6 Maverick anti-tank missiles or 6 Sidewinder missiles, 1 This craft can carry 10,000 lbs of cargo, and is capable of landing
Mk 84 bomb, or 2 Mk 83 bombs. The Thunderbolt also has a 30 on an aircraft carrier.
mm cannon with 1,000 rounds of ammunition. The C-2A is 11 Squares long, and 14 squares wide (wingspan),
The A-10 is 11 squares long, and 11 squares wide (wingspan). with wings deployed for flight, takeoff, and landing. The C-2A
AC-130H Gunship can fold its wings for storage, reducing the width of the aircraft
The AC-130H is a 4-engine turboprop aircraft designed for to 7 squares.
close air support for ground forces. The AC-130H has 4 weapons, C-130 Hercules
which fire to the port(left) side of the aircraft, and will fly low, In service for more than 40 years, the C-130 remains the
saturating enemy ground forces as it flies in a slow circle around backbone of American airlift capability. Capable of operating in
them with fire from these weapons. weather from arctic to desert conditions, and capable of landing
The AC-130H has one 105mm cannon, and 1 40 mm cannon, effectively on dirt runways, the C-130 has proven itself a hardy
and 2 30mm cannons. These weapons fire to the left with a 180- combat air transport since its introduction. Variants of the C-130
degree arc of fire. are used in roles ranging from medical evacuation (the HC-130),
The AC-130H is 20 squares long, and 26 squares wide to special operations insertion and extraction (the MC-130), to
(wingspan). weather flights into hurricanes and cyclones (the WC-130), to
combat against ground forces (the AC-130, detailed in Table 4-
Air Force One
5).
Since the Eisenhower administration, special aircraft have
The C-130 is capable of carrying 92 soldiers, 64 fully equipped
been used to carry the President and the Vice President. These
paratroopers (who sit facing one another and are deployed from
planes are designated as Air Force One (when the President is
doors on either side of the aircraft), 74 stretchers with a 2 man
on board), or Air Force Two (when the Vice President is aboard).
medical crew, or 45,000 lbs. of cargo.
Capable of hosting 100 guests at lavish dinners, Air Force one is
The C-130 is 19 squares long, and 26 squares wide
a fast, secure, mobile headquarters for the President to conduct
(wingspan).
business or from which he could run the country in wartime.
The most historically important Air Force One, 26000, F-14 Tomcat
transported John Kennedy to Dallas, and his body to Washington First introduced in 1973, when it replaced the F-4 Phantom,
after his assassination. Lyndon Johnson was sworn in as President the F-14 Tomcat provides air superiority, fleet defense, and

63
Chapter Four: Equipment
Combat! precision ground strike capabilities to the armed forces.
In 1995 the Tomcat underwent a series of upgrades
incorporating new technology, including improved night
of the F-16s parts, allowing them to share in the aircrafts
technology, but also insuring that repair parts for F-16s can be
manufactured in Europe in the event of a world war.
vision and smart targeting for ground attack munitions. The F-16 is 10 squares long, and 6 squares wide.
The F-14 is also equipped with tactical air The F-16 has a 20mm cannon installed, with 500 rds of
reconnaissance technology allowing it to serve in a ammunition.
scout role. The LANTIRN system grants pilots a +6 on The F-16 can carry 6 missiles of any type.
Awareness rolls for aerial reconnaissance. F-18 SuperHornet
The F-14 is 12 squares long, and 13 squares wide with A sturdy, reliable fighter, the SuperHornet is a ground
wings deployed for flight, takeoff, and landing. The F- attack fighter capable of launching from land or carrier. The
14 can fold its wings for storage, reducing the width of SuperHornet is renowned for its toughness, having survived hits
the aircraft to 7 squares. from missiles in the past and survived to fight again.
All Tomcats have one 20 mm cannon installed (500 The F-18 is 11 squares long, and 8 squares wide (wingspan).
rds).
All SuperHornets have one 20 mm cannon installed (1,000
The Tomcat has full night vision capability, and the rds).
JDAM installed. The Tomcat may carry a weapons
The SuperHornet carries a weapons payload of up to 4 JDAM
payload of up to up to 4 bombs, and up to 8 missiles, 4 of
bombs, and up to 9 missiles, which may be of any kind except
which can be Phoenix missiles. Armament will depend
the Phoenix missile. However, the SuperHornet can mount air-
on the aircrafts mission.
to-ground missiles, bombs, and air-to-air missiles, making this
F-15 Eagle the ultimate in mission-variability combat aircraft.
First introduced in 1972, the F-15 proved that it still was SR-71 Blackbird
a capable combat aircraft in Desert Storm, where these aircraft
A reconnaissance aircraft, the SR-71 flies faster (Mach 3.2)
were victorious in all but three air superiority fights.
and higher (operational ceiling 85,000 feet) than any aircraft in
The F-15 is also equipped with tactical air reconnaissance the world. With this speed, and the most advanced electronic
technology allowing it to serve in a scout role. The LANTIRN equipment in the world, the SR-71 is capable of mapping 100,000
system grants pilots a +6 on Awareness rolls for aerial miles in an hour. Thats eight minutes for an up to date map of
reconnaissance. Italy.
The F-15 is 13 squares long, and 9 Squares wide (wingspan). The SR-71 is nearly invisible to conventional radar (-6 to radar
The Eagle has a 20mm cannon installed, with 940 rds. of operators Awareness roll to detect).
ammunition.
The aircraft may either carry 4 Sidewinders and 4 Sparrows, Helicopters
or 8 AMRAAMS. Originally helicopters were used for transport, a function
they are still ideally suited to because of their ability to take off
F-16 Fighting Falcon and land with very little space and in almost any terrain. However,
The F-16 was introduced in 1979, and is in use by the more and more helicopters are being designed to attack targets
United States, but production assistance is provided by Belgium, on the ground, provide air support, and undertake air superiority
Denmark, the Netherlands, and Norway. In a unique NATO missions.
program, these nations provide manufacturing support for many

Table 36
HELICOPTERS

Name Crew Pass Cargo Init Man. Top Speed Def Hard HP Size Purchase TN Restriction

AH-1F 1 0 0 -2 -2 330 (33) 12 8 40 G 27 Mil.

AH-6 2 0 250 lb. -4 -4 325 (32) 6 8 40 G 31 Mil.

AH-64A 2 0 0 -2 -2 300 (30) 8 10 50 G 36 Mil.

AH-64D 2 0 0 -2 -2 320 (32) 8 10 50 G 38 Mil.

CH-47D 3 24 10K lbs -4 -4 340 (34) 6 8 60 G 30 Mil.

MH-6 2 6 700 lb. -2 -2 330 (33) 8 5 40 G 27 Mil.

OH-58D 2 0 0 -2 -2 320 (32) 8 5 40 G 30 Mil.

SH-60 4 0 0 -4 -4 390 (39) 6 6 40 G 30 Mil.

V-22A 2 24 14K lbs. -4 -4 585 (58) 6 6 55 G 31 Mil

64
Chapter Four: Equipment

Combat!
AH-1F Cobra Attack Helicopter multi-purpose operations. This craft provides 34 cover
The Cobra was the first true attack helicopter in the world, for crew. Like the AH-64A, the Apache Longbow is 12
and entered service in Viet Nam in 1967. These 38-inch wide squares long and 10 squares wide.
aircraft are extremely difficult targets (gaining a +4 Defense CH-47 Chinook
bonus), and are still in service today, although current models are The Chinook is the armys primary cargo helicopter,
far superior in weaponry and night vision capabilities to the craft capable of carrying 50 fully armed soldiers and
that served so admirably in Viet Nam. These craft are armed with deploying them via ground exit, rappelling, or airborne
a 20mm Cannon (500 rounds), 70 mm rockets (76 rounds), and insertion. The Chinook can also carry vastly different
8 TOW wire guided missiles (if the craft carries TOW missiles, forms of cargo, such as vehicles and artillery, or serve
it can only carry 38 rounds of 70mm rocket ammunition). This as a med-evac copter capable of transporting 24 patients
craft provides 34 cover for crew. with 2 medics. Door mounted .50 caliber machineguns
The Cobra Attack Helicopter is 12 squares long and 10 can be added as well. The Chinook provides 34 cover
squares wide. for crew and total cover for passengers when the cargo
AH-6 Little Bird doors are closed. If they are open (which allows the
The AH-6 is a modified MH-6, with the passenger facilities Chinook to fire door mounted machine guns or debark
removed and replaced with 2 miniguns and 1200 rounds of soldiers carried inside), the Chinook provides no cover
ammunition (600 each). Alternately, the AH-6 can carry 2 7-shot for passengers.
70mm rocket pods instead. This craft provides 34 cover for crew The Chinook is 20 squares long and 12 squares
and (possibly) one passenger. wide.
The AH-6 Little Bird is 6 squares long and 4 squares wide. MH-6 Little Bird
AH-64A Apache The MH-6 is a utility helicopter designed to insert or extract
Attack Helicopter small forces quickly and efficiently. This aircraft sees extensive
The primary attack helicopter of the United States Army, the use in special operations missions. In place of the weapon pods,
Apache is regarded by many as the finest combat helicopter in two planks are fitted allowing up to six people to stand outside
military history. The Apache has full night vision capabilities, the helicopter (passengers receive no cover from the MH-
allowing its two-man crew to see as well in darkness or adverse 6). However, all 6 passengers may leave the MH-6 as a move
weather conditions as they can during the day. This craft provides action (they are simply walking off the planks). This helicopter
34 Cover for crew. is unarmed. This craft provides 34 cover for crew, but, as noted
The Apaches weapon systems can be configured for a above, none for passengers.
variety of combat assignments as follows: Like the AH-6, the MH-6 Little Bird is 6 squares long and
Anti-Armor: 8 Hellfire missiles, 320 rounds 30 mm cannon; 4 squares wide.
+2 Initiative and Maneuverability; +10 Top Speed. OH-58D Kiowa Warrior
Ground Support: 76 rounds 70 mm rockets, 1200 rounds 20 The Kiowa Warrior is a lightly armed attack helicopter
mm cannon; -2 Initiative and Maneuverability; -20 Top Speed . with excellent night vision and radar capabilities, as well as
Multi-Purpose: 8 rounds Hellfire missiles, 38 rounds 70 sophisticated computer imaging that allows it to see the whole
mm rockets, 1200 rounds 30 mm Cannon; -2 Initiative and battlefield. In addition, Kiowas can be outfitted with various
Maneuverability. weapon loads, which can be quickly changed by ground crews,
The AH-64 is 12 squares long, and 10 squares wide (rotor allowing the craft to perform roles from ground support, to
diameter). The fuselage (including wings and weapon mounts) reconnaissance, to ship defense. In fact, during the Gulf War,
is 3 squares wide. small, fast gunboats, and minelayers that were coming out at
night were harrying American ships. After two encounters with
AH-64D Apache Longbow
the Kiowa, these boats refused to leave port. This craft provides
Attack Helicopter
34 cover for crew.
This improvement of the Apache, which debuted in 1995, is at
The Kiowa has two weapons mounts, which may carry one
least four times as survivable as the Apache A, due to the addition
weapon system per mount, and may be outfitted as follows, with
of the Longbow target acquisition system. This technology
weapons systems varying based on the crafts mission: 50 caliber
allows the helicopter to fire Hellfire missiles with no range
machine gun (left weapons pod only), 500 rounds ammunition;
penalties. Because of this huge advantage, the Apache D carries
70 mm rockets, 7 per side; Stinger ATA missiles, 2 per side;
16 Hellfire missiles and no 70 mm ROCKETS when outfitted for
Hellfire missiles, 2 per side.

Table 37

Submersible Ships

Name Crew Pass Cargo Init Man. Top Speed Def Hard HP Size Purchase TN Restriction

Los Angeles 134 10 1,000lbs.-2 -2 40 (4) 8/8/40 8 8 40 G+ 32 Mil

Seawolf 134 10 1,000lbs.+0 +0 50(5) 10/10/50 10 10 50 G+ 37 Mil

65
Chapter Four: Equipment
Combat! The Kiowa Warrior is 10 squares long and 8 squares
wide.
SH-60 Seahawk
and passengers (one-quarter cover to passengers if the cargo
doors are open).
V-22A Osprey
The Navy uses the Seahawk as an anti-submarine A radical tilt-rotor design, the Osprey is an aircraft with all
combat helicopter. These craft carry up to 20 sonar the advantages of a helicopter and a turbo-prop. The blades of the
buoys and 3 Mk 46 torpedoes. The Coast Guard also aircraft can pivot, allowing it VTOL capabilities like a helicopter.
uses these craft as search and rescue helicopters, with a Once the craft is airborne, the rotors tilt forward, granting it the
retractable cable system, used for retrieving men down speed and fuel-efficiency of a turbo-prop aircraft. The Osprey
in the water, replacing the weaponry. A variation of this carries two .50 Caliber machineguns, with 1,000 rounds each.
craft, the UH-60 Blackhawk, is also used by the Army. Capable of operating from traditional runways or ships, V-
The Seahawk is 13 squares long and 11 squares 22As are entering service for the Air Force, where they will
wide. serve as long-range deployment craft for special operations, and
UH-60 Black Hawk the Navy, where they will serve as combat search and rescue,
Introduced in the 1980s to replace the aging UH- special operations insertion and extraction, and fleet supply
1, the Black Hawk is the U.S. Armys primary utility vehicles. The Marine Corps have ordered the vast majority of
helicopter. The UH-60 is three squares wide and twelve these craft, however, as they see the Osprey as an ideal troop
squares long. It provides three-quarters cover to crew transport, capable of carrying 18 soldiers.
The Osprey is 11 squares wide and 4 squares long.

Table 38

Surface Ships
Name Crew Pass Cargo Init Man. Top Speed Def Hard HP Size Purchase TN Restriction
41 ft. UTB
3 0 1,000lbs -2 -2 55 (5) 8 10 40 G 30 Mil
(powerboat)
Cyclone (ship) 28 8 500lbs. -4 -4 64 (6) 6 12 45 G 37 Mil

LCAC (ship) 5 * * -4 -4 90 (9) 6 15 50 G 37 Mil

LCM 6 (ship) 5 * * -6 -6 23 (2) 4 15 50 G 37 Mil

LCM 8 (ship) 5 * * -6 -6 23 (2) 4 20 60 G 42 Mil


Mark 5 SOC
2 12 0 +0 +0 110 (11) 10 8 30 G 24 Mil
(powerboat)
Stalwart (ship) 38 10 500lbs. -4 -4 20 (2) 8 12 45 G 32 Mil

66
Chapter Four: Equipment

Combat!
Submersible Ships launcher installed.
The submarine has seen the most change of perhaps any Crew receive 14 cover, passengers below deck
type of craft in the twentieth century. From the Monitor, which receive total cover.
was a battleship partially submerged to reduce its vulnerability to The 41 foot Utility Boat measures 8 squares long
attack, to the completely submerged warships of the First World and 2 squares wide.
War, to the U-Boats that choked off trade in the Second World Cyclone Class
War, to todays invisible ballistic nuclear missile platforms. One Patrol Coastal Boats
common theme has not changed: run silent, run deep. There are 13 of these ships, all assigned to Naval
Los Angeles Class Special Warfare. These craft are used to transport
Attack Submarine SEALs, and by the Special Boat Unit in a situation where
The Los Angeles class is the backbone of the American attack the 41 Utility or Mark V SOC would be outgunned. The
submarine fleet, with at least 50 in service. These craft perform 8 passengers on a Cyclone class vessel are typically an
duties ranging from reconnaissance, to SEAL team delivery for eight-man SEAL team.
special operations, to anti-submarine warfare. The Cyclone Class is armed with 2 25mm cannons
The Los Angeles carries the Mk. 48 torpedo, and has four (500 rounds), 2 .50 caliber machineguns (1,000 rds), and
torpedo tubes. Each ship carries 60 torpedoes. 2 Mk 19 grenade launchers (200 rds Fragmentation),
The Los Angeles class also carries 10 Tomahawk cruise and 6 Stinger missiles (vehicle mounted).
missiles. The Cyclone provides 14 cover for crew, and total
The Los Angeles Class is 72 squares long and 7 squares cover for passengers below deck.
wide. The Cyclone is 34 squares long and 5 squares wide.
Seawolf Landing Craft, Air Cushioned
The Seawolf is the next generation attack submarine in the The LCAC is the next generation of landing craft, being far
American Navy. Only two of these submarines currently exist, faster and more versatile than older craft, the LCAC provides
the USS Seawolf, and the USS Connecticut. The USS Jimmy amphibious landing forces with a much greater range of options,
Carter is currently under construction. removing many of the disadvantages older amphibious forces
Faster than the Los Angeles class, the Seawolf is also extremely had to work around. Traditional landing craft can only be landed
quiet, with state of the art Sonar systems. The Seawolf gains a +4 on 17% of the worlds beaches, due to water depth, shoreline
on Stealth rolls, and Sonar operators on board the Seawolf gain a conditions, weather, etc. By contrast, the LCAC can land on
+4 to Awareness rolls to detect enemy submarines. 80% of the worlds beaches. Also, the problem of equipment and
The Seawolf class carries the Mk. 48 torpedo, and has eight personnel having to move very slowly inland after an amphibious
torpedo tubes. Each ship carries 75 torpedoes. landing is solved by the LCAC, which can go inland on existing
The Seawolf class carries 10 Tomahawk cruise missiles. roads and favorable terrain, carrying its cargo far inland. Lastly,
The Seawolf is 71 squares long and 8 squares wide. traditional landing craft were one way vehicles, requiring
extensive time and manpower to retrieve before they could be
Surface Ships
used again. The LCAC, after offloading cargo, can immediately
Surface ships serve a variety of functions, from coastal
return to a vessel for another load of troops.
patrol craft, to heavily armed landing craft, to small boats that
Each LCAC is capable of carrying 180 fully equipped troops
allow special operations forces to come ashore unnoticed.
ashore.
41 ft. Utility Boat Each LCAC has two weapon mounts capable of mounting a
These versatile, fast ships are in service by the coast guard, M-60 machinegun, .50 caliber machinegun, or a Mk-19 grenade
but are also used as river/coastline patrol and attack craft by launcher.
SEALs and SBU when subtlety is not required. In that role they Troops and crew about the LCAC receive 12 Cover.
usually have a .50 caliber machinegun or a MK-19 grenade

Table 39
Tracked Vehicles

Name Crew Pass Cargo Init Man. Top Speed Def Hard HP Size Purchase TN Restriction

Linebacker 5 0 0 -4 -4 75 (7) 6 15 50 G 37 Mil.

M-2A3 Bradley 3 6 0/1500 -4 -4 80 (8) 6 15 60 G 36 Mil.

M-9 ACE 1 0 0 -6 -6 55 (5) 4 10 50 G 27 Mil.

M60A1-AVLB 2 0 0 -4 -4 55 (5) 6 15 50 G 30 Mil.

MLRS 3 0 0 -4 -4 75 (7) 6 15 60 G 37 Mil.

Paladin 4 0 0 -4 -4 70 (7) 6 15 50 G 34 Mil.

67
Chapter Four: Equipment
Combat! Landing Craft, Mechanized 6
These are slightly smaller (though still enormous)
landing craft used by Marine Expeditionary Units for
The only weakness to the Mark 5 is its light weaponry and
armor, so this craft is typically deployed to areas thought to be
relatively safe.
amphibious landings. The Mark 5 is 16 squares long and 3 squares wide.
Each LCM 6 is capable of carrying 80 fully Stalwart
equipped troops ashore. Counter Drug Operations/Ocean Surveillance ships
Troops and crew inside the LCM 6 receive total The Stalwart was originally designed to monitor underwater,
cover. to detect a possible submarine approach to the United States
This craft measures 11 squares long and 3 squares during the cold war. With the collapse of the Soviet Union and
wide. the end of hostilities, these vessels were to be decommissioned.
Landing Craft, Mechanized 8 However, the commander of the Atlantic Fleet decided to take
These massive amphibious assault craft are capable three vessels, the Stalwart, the Indomitable, and the Capable, take
of landing on either a beach or a pier, and are one of the out their Sonar arrays and replace them with Radar and Radio
primary landing craft used by the Marine Expeditionary equipment, to make them capable of detecting drug smugglers in
Units. the air or on the water.
Each LCM 8 is capable of carrying 1 tank, or 200 In addition to full Radar, providing +6 to Awareness rolls
fully equipped troops ashore. for Radar Operation, the Stalwart-class also has sophisticated
Troops and crew inside the LCM 8 receive total Radio equipment that provides a +4 to any Electronic Warfare
cover. skill rolls. The Radio operator must have the Electronic Warfare
This craft measures 15 squares long by 4 squares wide. Advantage to gain this bonus.
Too slow to catch drug traffickers itself, the Stalwart will
Mark 5 Special Operations Craft usually function as the eyes and ears for a sleek craft, such as a
The Mark 5 is a fast, versatile craft used by SEALs and the Mark V SOC or a 41 Utility Boat, or even aircraft engaged in
Special Boat Unit. Capable of operating on the open sea or rivers, drug interdiction.
and with five weapon hardpoints capable of mounting .50 caliber
The Stalwart is 45 squares long and 9 squares wide.
machine guns, or Mk-19 Grenade Launchers, the Mark 5 gives
special operations forces the ability to airlift a light, armed, boat Tracked Vehicles
anywhere in the world in 48-72 hours. Providing protection and mobility at high speed across any

Table 40

Vehicles
Top Hit Purchase
Name Crew Pass Cargo Init Maneuver Defense Hardness Size Restriction
Speed Points TN
BMP-2 (tracked
3 7 250 lb. 2 2 70 (7) 8 10 52 H 40 Mil (+3)
APC)
M1A2 Abrams
4 0 425 lb. 4 4 80 (8) 6 20 64 G 47 Mil (+3)
(tracked tank)
M2A2 Bradley
3 7 425 lb. 4 4 70 (7) 6 15 58 G 45 Mil (+3)
(tracked APC)
M113A1 Gavin
2 11 200 lb. 2 2 62 (6) 8 10 48 H 39 Mil (+3)
(tracked APC)
UH-60 Black
2 14 9,000 lb. 4 4 325 (32) 6 5 46 G 47 Mil (+3)
Hawk (helicopter)

Table 41

Damage Range Rate of Purchase


Weapon Damage Magazine Size Weight Restriction
Type Increment Fire TN
BMP-2 30mm
8d6 Ballistic 300 ft. A Linked Huge * * *
cannon
M1A2 Abrams
20d6 Ballistic 400 ft. Single 1 Huge * * *
tank cannon

68
Chapter Four: Equipment

Combat!
terrain, tracked vehicles are used for attack, defense, and cargo BMP-2
transport. Equipped with powerful engines, these vehicles can A Soviet-era armored personnel carrier, the BMP
be heavily armored, providing superior protection regardless of is used by the Russian army and more than twenty
their mission. ex-Soviet states or clients. It is crewed by a driver, a
Linebacker (M-6 Bradley) gunner, and a commander. It has three top hatches, one
The Linebacker is an anti-aircraft vehicle. The Linebacker above each crew position, and a large door in back for
has three weapon systems: Stinger missiles, 25 mm cannon, and infantry soldiers to load or disembark. It takes a full-
a heavy machinegun. The Stinger missiles are the crafts main round action to enter the vehicle through a top hatch and
anti-aircraft armament, and the Linebacker has a four-missile another full-round action to start it moving. The BMP-2
launcher, allowing it to fire the missiles at semi-automatic speed. is three squares wide and four squares long. It provides
Once these four rounds are expended, the craft carries 6 more full cover to its occupants.
rounds, which can be reloaded at four rounds each (Teamwork This vehicle comes equipped with a 30mm cannon
reduces this time as for Artillery Crews). The Linebacker also (see Table: Vehicle Weapons) mounted in a full turret.
carries a 25 mm cannon (600 rounds), and a heavy machinegun M1A2 Abrams
(3,000 rounds). Like the M-2/A3, the Linebacker has a defensive This is the U.S. Armys main battle tank, probably
grenade launcher with 4 smoke grenades as a defensive weapon. the most advanced and powerful tank in the world. It
The crew of the Linebacker sees through periscopes, which is crewed by a driver, a gunner, a gun loader, and a
are fitted with night vision equipment, granting the ability to see commander. It has three top hatches, one for the driver
in the dark to a range of 200 feet, and the vehicle is equipped and two on the turret. (The drivers position cannot be
with a sophisticated communications system granting a +3 on all reached from the other positions, which are all in the turret.) It
Communication Operations skill rolls. takes a full-round action to enter a tank and another full-round
All Linebackers are amphibious, capable of reaching speeds action to start it moving. The Abrams is three squares wide and
of 25(2) in water. The Linebacker provides full cover for crew. six squares long. It provides full cover to its occupants.
The Linebacker is 4 squares long and 3 squares wide. This vehicle comes equipped with a tank cannon (see Table:
M-2/A3 Bradley Armored Fighting Vehicle Vehicle Weapons) and an M2HB heavy machine gun (see Table:
A fast armored personnel carrier, the M-2/A3 provides Ranged Weapons), both mounted in full turrets.
cover, transportation, and suppression fire for small units of M2A2 Bradley
ground troops. Capable of carrying six soldiers (or 1,500 lbs of This is the U.S. Armys principal armored personnel carrier.
other cargo), the M-2 has three main weapon systems: a 25 mm It is crewed by a driver, a gunner, and a commander. It has three
cannon, with 500 rounds of ammunition, 2 TOW missiles (for top hatches, one above each crew position, and a large door
taking out enemy armor), a heavy machinegun with 3,000 rds., in back for infantry soldiers to load or disembark. It takes a
and a grenade launcher with 4 smoke grenades (for escape and full-round action to enter the vehicle through a top hatch, and
defensive purposes if the vehicle is outmatched- may also be another full-round action to start it moving. In addition to its own
used to screen ground forces). The engine of the Bradley may armament, the Bradleys passenger compartment has ports that
also be set to emit heavy smoke at will to deter pursuit. allow passengers to fire their personal weapons from within the
The crew of the M-2/A3 sees through periscopes, which are vehicle. The Bradley is three squares wide and four squares long.
fitted with night vision equipment, granting the ability to see It provides full cover to its occupants.
in the dark to a range of 200 feet, and the vehicle is equipped This vehicle comes equipped with a 25mm cannon (see Table:
with a sophisticated communications system granting a +3 on all Vehicle Weapons) mounted in a full turret.
Communication Operations skill rolls. M113A1 Gavin
All M-2/A3s are amphibious, capable of reaching speeds Introduced in 1960s and for many years a mainstay of the
of 25(2) in water. The M-2/A3 provides full cover for crew and U.S. Army, this tracked armored personnel carrier is now in
passengers. use by more than fifty countries. It is crewed by a driver and a
The Bradley is 4 squares long and 3 squares wide.

Table 42

Damage Range Rate of Purchase


Weapon Damage Magazine Size Weight Restriction
Type Increment Fire TN
BMP-2 30mm
8d6 Ballistic 300 ft. A Linked Huge * * *
cannon
M1A2 Abrams
20d6 Ballistic 400 ft. Single 1 Huge * * *
tank cannon

* Note that these items are part of the restriction and Purchase TN of the base vehicle that they are part of.

69
Chapter Four: Equipment
Combat!

commander, and features a top hatch above each position as well Multiple Launch Rocket System
as a rear door. It takes a full-round action to enter the vehicle The Multiple Launch Rocket System is a fast, heavily
through a top hatch and another full-round action to start it armored rocket-launching platform mounted on a Bradley
moving. The Gavin is three squares wide and four squares long. chassis. The MLRS carries 12 missiles, which may be either
It provides full cover to its occupants. anti-aircraft or anti-armor missiles (use the stats for the Stinger
M-9 Armored Combat Earthmover and Hellfire missiles for these). The automated launch system
Heavily armored, and very powerful, the M-9 is the combat allows these missiles to be fired at semi-automatic speed.
engineers best friend when operating in forward areas. The M- The onboard computer grants the crew a +3 bonus to hit
9 is equipped with a bulldozer blade, and can be used to clear with all missile attacks.
mines, or for general combat engineering. The crew of the MLRS sees through periscopes, which are
The M-9 is amphibious, with a water speed of 3 ft./round. fitted with night vision equipment, granting the ability to see
The M-9 grants a +6 to all Craft (structural) skill rolls, and in the dark to a range of 200 feet, and the vehicle is equipped
decreases all construction times by half. with a sophisticated communications system granting a +3 on all
The M-9 is 4 squares long and 2 squares wide. Communication Operations skill rolls.
All MLRS are amphibious, capable of reaching speeds of
M-60A1 Armored Vehicle-Launched Bridge
25(2) in water. The MLRS provides full cover for crew and
Built on the M-60A1 Tank Chassis, the AVLB provides
passengers.
superior mobility to forces for bridging rivers when time is of the
The MLRS is 4 squares long, and 3 squares wide.
essence, while providing the vehicles 2-man crew the protection
of armor plate under fire. Paladin M-109A6 Howitzer
The vehicle carries a 60-foot bridge, which may be deployed A self-propelled howitzer, the Paladin is essentially a mobile
in 2-5 minutes. The vehicle may retrieve this bridge from either platform for the massive cannon, and a means of protection for
end, in 10 minutes. Once in place, this bridge can support every its crew. The vehicle has two weapons systems, the Howitzer
type of land vehicle up to and including the M1A1 Abrams itself (40 rounds), and a machinegun for self-protection that
tank. carries 1,000 rounds.
The M-60A1 is 5 squares long and 2 squares wide. The crew of the Paladin is insulated against all forms of
attack, gaining a +6 to any attribute roll to resist the effects of an

Table 43

Wheeled Vehicles

Name Crew Pass Cargo Init Man. Top Speed Def Hard HP Size Purchase TN Restriction

Avenger 2 0 0 -2 -2 100 (10) 8 8 40 H 31 Mil.

M-998A2 1 8 2Klbs. -2 -2 120 (12) 8 8 40 H 24 Mil.

70
Chapter Four: Equipment

Combat!
NBC (Nuclear, Bilogical or Chemical) attack. Wheeled Vehicles
The computer assisted targeting of the Howitzer system Although wheeled vehicles lack many of the
grants the crew a +4 to hit the target. advantages of tracked vehicles, their speed and ease
The crew of the Paladin sees through periscopes, which are of repair keep them in use among the militaries of the
fitted with night vision equipment, granting the ability to see world.
in the dark to a range of 200 feet, and the vehicle is equipped Avenger
with a sophisticated communications system granting a +3 on all The Avenger is an anti-aircraft vehicle like the
Communication Operations skill rolls. Linebacker. The main difference between the two
In addition to their role in the American military, the Kuwaiti vehicles is that the Avenger, being a modified Humvee
and Israeli armies have ordered Paladin Howitzers. (HMMWV for High Mobility, Multipurpose Wheeled
The M-109A6 is 11 squares long, and 2 squares wide. Vehicle), is lighter, faster, and less heavily armored than

Table 44

Weapon Damage Type Range ROF Magazine Size Weight Purchase TN Restriction

.50 Machinegun 5d6+2 20 150 ft. A Linked Huge * * *

20 mm Cannon 7d6+2 Ballistic 150 ft. A Linked Huge * * *

25 mm Cannon 8d6+2 20 150 ft. A Linked Huge * * *

30 mm Cannon 8d6+2 Ballistic 150 ft. A Linked Huge * * *

40mm Cannon 10d6+2 Ballistic 150 ft. S Linked Huge * * *

70 mm Rockets 12d6 Ballistic 150 ft. S 7 or 19 Huge * * *

105mm Cannon 17d6 Ballistic 150 ft. 1 1 Huge * * *

AMRAAM 12d6 Ballistic 200 ft. S Varies Huge * * *

Harpoon 20d6 Ballistic 200 ft. S Varies Huge * * *

Hellfire 18d6 Ballistic 150 ft. S Varies Huge * * *

JDAM * * * * * Huge * * *

Maverick 18d6 Ballistic 300 ft. S Varies Huge * * *

Minigun 6d6 Ballistic 150 ft. A Linked Huge * * *

Mk-19 * * 150 ft. S Linked Huge * * *

Mk 46 Torpedo 8d6 Ballistic 150 ft. 1 Varies Huge * * *

Mk 48 Torpedo 10d6 Ballistic 200 ft. Varies Varies Huge * * *

Mk-83 Bomb 16d6 Ballistic 300 ft. 1 Varies Huge * * *

Mk-84 Bomb 24d6 Ballistic 300 ft. 1 Varies Huge * * *

Phoenix 12d6 Ballistic 500 ft. S Varies Huge * * *

Sidewinder 12d6 Ballistic 150 ft. S Varies Huge * * *

Sonar Buoys * * 150 ft. 1 Varies Huge * * *

Sparrow 14d6+2 Ballistic 250 ft. S Varies Huge * * *

Stinger 10d6 20 150 ft. 1 Varies Huge * * *

Tomahawk 12d12 Ballistic 1k mi. Varies Varies Huge * * *

TOW 8d12 20 150 ft. 1 Varies Huge * * *


Weapon Damage Crew Type Range ROF Size Weight TN Restriction
14.5
Howitzer 15d6+2 4 Ballistic 1/6 rds. Huge * * *
mi.

71
Chapter Four: Equipment
Combat! the Linebacker. The Avenger carries 8 stinger missiles
in an 8-tube launcher, which allows them to be fired at
semi-automatic speed. The Avenger also carries a heavy
attack skill (use this instead of the characters skill).
Hellfire
Also known as the tank killer, the Hellfire is designed
machinegun with 200 rounds of ammunition. to pack a tremendous punch against a heavily armored ground
The Avenger also possesses night vision capabilities, target. These weapons are +2 to hit against targets on the ground,
granting its crew the ability to see in the dark out to but 4 to hit against targets in the air. This missile attacks with
a 180-foot range, and a sophisticated communications the skill of the firing character, and ignores the first 20 Hardness
system granting a +3 bonus on Communication of an object attacked. Against live ground targets, this weapon
Operations checks. has a blast radius of 20 feet.
The Avenger is 3 squares long, and 2 squares
JDAM
wide.
Joint Direct Attack Munitions systems allow every bomb an
M-998a2 aircraft drops to be targeted like a smart bomb, through laser
This modified Humvee is slightly better armored painting of the target, or, even more accurately, GPS satellite
than the standard variety, and serves as a fast, wheeled location of targets. Any bomb dropped from an aircraft with the
troop/cargo carrier. While not heavily armored, and not JDAM installed suffers no range penalties to bomb attacks, and
armed, this vehicle provides basic protection against gains a +6 to hit if GPS tracking is used to guide the bombs
small arms fire. The M-998 can carry 8 soldiers, or 2,000 (this requires the targets to be selected before the aircraft begins
lbs of cargo, or be converted into an ambulance capable its mission- the removal of range penalties can still be used by
of carrying four stretchers and a two-man medical crew. targets selected on the fly by the aircraft crew).
The M-998 is 3 squares long, and 2 squares wide. Maverick Anti-Tank Missile
New Vehicle Weapons The Maverick is an air-to-ground guided missile designed
Its weapons will define a military vehicles purpose. A for air support of ground troops, particularly the destruction of
vehicle loaded down with torpedoes is not going to be sent to armored ground targets. The Maverick takes no penalties due to
attack a bunker a hundred miles inland. Many vehicles can be range, making it a much better long-range tank killer than the
configured for a completely different form of combat by changing Hellfire.
the weapons theyre armed with. Minigun
.50 Caliber Machinegun These oversized descendants of the Gatling gun fill the
This weapon is mounted on vehicles to provide attack same role as the .50 caliber machine gun, but provide even more
capabilities against soldiers and lightly armored vehicles. firepower.
20 mm Cannon Mk.40 Torpedo
This weapon provides a vehicle with potent firepower against The most advanced torpedo currently in service, the Mk. 40
ground or air targets, with power and an excellent rate of fire. attacks with a +6 bonus to hit against submarines and surface
30 mm Cannon ships. Torpedoes completely negate the concealment bonus of a
The 30 mm Cannon fills the same role as the 20mm cannon, submarine when attacking. See Submarine Warfare in the combat
only providing more punch. section for more information on these weapons.
40mm Cannon Mk 46 Torpedo
Even more punch than the 30mm cannon, but with a slower A fast, high-performance torpedo used by attack submarines,
firing rate, used against more heavily armored targets. surface vessels, and helicopters to take out enemy submarines.
Mk 46 torpedoes attack with a bonus of +8 to hit, rather than
70 mm Rockets
using the skill of the character firing the weapon. Torpedoes
Versatile and with a heavy punch, these rockets provide completely negate the concealment bonus of a submarine when
vehicles with the ability to take out any moderately armed target attacking. See Submarine Warfare in the combat section for more
on the ground or in the air. information on these weapons.
105mm Cannon Mk-83 Bomb
The 105mm CANNON is an Abrams tank cannon, that is This 1,000 lb. warhead bomb can be carried by a wide
used by the AC-130 to attack armored targets. variety of aircraft. Weight 1,100 lbs.
AMRAAM Mk-84 Bomb
A medium range missile, the AMRAAM negates a targets This bomb sports a 2,000 lb. warhead. 2,200 lbs.
entire defense bonus due to speed. This weapon suffers no range
penalties. This missile provides +10 attack roll (instead of using Phoenix Long Range Air-to-Air Missile
the skill of the character). The AIM 54 Phoenix suffers no range penalties, and negates
any defense bonus gained by an airborne targets speed. This
Harpoon
missile attacks with a bonus of +10 (instead of the characters
The Harpoon is the primary anti-ship missile in the skill).
American arsenal. This missile is radar guided, skims the ocean
surface (making it difficult to detect), and is capable of locking Sidewinder
a target over the horizon (suffering no range penalties out to the The Sidewinder is a short-range air-to-air missile, and is one
weapons maximum range). This weapon provides a +10 as the of the cheapest, oldest, most widely used missiles in the world.

72
Chapter Four: Equipment

Combat!
The Sidewinder is a heat-seeker, which locks in on the engine of
an opposing aircraft. The Sidewinder suffers full range penalties Table 4-2
to hit, but negates any of an aircrafts defense bonus gained from Situation Modifier
speed. This missile attacks with the skill of the character firing
it. Object is necessary for assignment +6
Sonar Buoys Object has obvious application for assignment +4
These buoys automatically bang away with sonar pings,
Object has peripheral application for assignment +2
which can be used by surface, air, and submersible craft to better
find enemies in the water. Each of these pods in the water grants Object used in characters MOS. +2
a +1 to the Awareness roll for each friendly sonar operator within Soldier returned all gear undamaged on previous
5 range increments. +2
mission
Sparrow Medium Range Air-to-Air Missile Object has no obvious application for assignment 2
The AIM 7 Sparrow suffers no range penalties, and negates
12 of any defense bonus gained by an airborne targets speed. Object is rare 2
This missile attacks with a skill of +10 (instead of using the Object restriction
characters skill).
Stinger Air-to-Air missile Licensed 2
These weapons provide defense capabilities against other Restricted 4
aircraft. These weapons are +4 to hit against aircraft, and ignore
Military 6
the first 10 Hardness of an object attacked. Against live targets on
the ground, these weapons have a blast radius of 10 feet. While Illegal 8
they may be fired at targets on the ground without penalty, pilots
are very reluctant to leave themselves with no defense to attack
from the air. Requisitioning Information
Knowledge is power, but characters seeking to gain that
Tomahawk Cruise Missile power will have to prove to their superiors that they need it to
The Tomahawk flies below radar, at a fast, subsonic speed complete their assignment and that they can be trusted. Having
(over 500 mph). This makes these weapons extremely difficult a Secret or Top Secret security clearance (see Advantages) goes
to defend against or detect before they strike their targets. The a long way to answering the second question. The nature of the
Tomahawk attacks with a +12 skill (instead of the characters characters mission will usually determine the first (apply the
skill), and suffers no range penalties out to its full range of 1,000 modifiers listed above). In no case should a character without a
miles. Secret or Top Secret security clearance be allowed access to such
TOW information.
These wire guided missiles are a slightly older, slightly This brings up a question many GMs will encounter in their
less powerful, anti-armor weapon than the Hellfire, designed to games: what information do I label Secret or Top Secret?
take out heavily armored ground targets (tanks). These weapons Confidential Information (TN 15): Confidential information
ignore the first 15 Hardness of an object, and against live targets is the lowest level of secured information, and entails information
have a blast radius of 15 feet or material whose unauthorized disclosure could cause damage
Requisition to the National Security. Characters do not need a Security
Each character, based on his MOS will have a certain amount Clearance Advantage for this information, they only make a
of basic equipment (at least a weapon, night vision goggles, Requisition check. If a character makes his Requisition roll,
and body armor), plus any basic items needed to complete his this level of information can be accessed instantly from a secure
assigned duties (a medical kit for a medic, and so forth). military network terminal.
Beyond these basic items, what the characters have access to Secret Information (TN 18): Secret information requires a
will depend on what they can requisition. substantial degree of protection, and its unauthorized disclosure
Requisition requires a Presence roll. This roll is 3d6 + PRE could cause serious damage to the National Security. Serious
+ Rank Modifier + Situation Modifiers (Table 4.2) VS Target damage is defined as: disruption of foreign relations vital to
Number (for information, see discussion below. The Requisition the national security, revelation of significant military plans or
of equipment requires a TN determined by GM based upon cost intelligence operations, and compromise of significant scientific
of equipment requested and story modifiers). or technological developments relating to national security.
This is an important clearance for the PCs, because without this
clearance, they will frequently not know what their mission is
going to be until they get there. This makes requisitioning the
right equipment to prepare on the difficult side.
A successful Requisition roll means the character can gain
access to the information. It usually still takes 8d6 hours for
the information to arrive. Even if the character has the proper
clearance but fails his roll, he does not have a need to know

73
Chapter Four: Equipment
Combat! for that information (in the military mindset) and will be
denied access.
Top Secret Information (TN 21): Top Secret
ability of the Stealth skill to camouflage objects however. Still,
this type of intelligence can give a lot of help to a unit.

information requires the highest degree of security and


its unauthorized disclosure could cause grave damage
to the national security. Grave damage is defined as:
armed hostility against the United States or its allies,
disruption of foreign relations vital to the national
security, the compromise of vital intelligence plans, the
compromise of complex crypto logic systems (encoding
devices designed to keep information secure).
A successful Requisition roll means the character
can gain access to the information. It usually still takes
16d6 hours for the information to arrive (information
this sensitive is almost never stored electronically,
so the character
must wait for a
courier to deliver
the information).
Even if the character has the
proper clearance but fails
his Requisition roll, he does
not have a need to know
for that information (in the
military mindset) and will be
denied access.
There are several levels
of clearance above Top
Secret, such as Eyes Only,
but these are not included
in Combat!. Anything the
GM does not want the
characters to know under
any circumstances he can
simply designate at above
Top Secret, stating that the
information is not available
to the PCs no matter their
security clearance or how
high they roll.
Satellite Map (TN
12): These are prepared in
advance, and are readily
available if the character
makes his Requisition roll.
These maps are extremely
accurate, and provide a +2 to
Navigation checks.
Satellite Pass (TN
18): Satellites can make
Awareness rolls for the PCs
to aid in reconnaissance and
give them an idea of where
to train artillery fire and other
handy information. A satellite
grants an Awareness roll of
+12 against moving objects,
and +7 against stationary
objects. Remember the

74
Chapter Five: Actions and Combat

Combat!
impossible given the circumstances.
Chapter Five: A character swimming in a river cannot suddenly
appear in the middle of a desert. The character could
Actions and Combat get to the desert eventually, but its impossible to do
Character Level Actions so in one turn. Likewise, a sword smith cannot forge a
sword in a single turn; it is simply impossible to heat the
Taking Actions steel, hammer and shape it, and so on, in a single turn.
Throughout the game each player declares to the GM, one at
a time, the actions his or her character is performing each turn. Declaring Actions
A turn varies in length. There is no set amount of time for a When declaring their characters actions, the
turn; a turn can be a month, a day, an hour or a few seconds. The players can simply describe what their characters say
GM during play determines the length of a turn, except during and do (called narrative style) or they may talk in
combat (see Combat). character, talking the way they think their characters
would (called, appropriately, in character style).
What Can I Do? Either way is fine. Most players of role-playing games
The GM can allow characters to perform any action that the use a combination of styles.
GM thinks is reasonable, as long as the story continues. Heres an example of narrative style.
What Is An Action? Player: My character tells the guy hes starting to
An action can be something as simple as opening a door, annoy my character.
talking to another character, or even waiting for something to Heres an example of in character style.
happen. Actions can also be more complex, such as firing a gun Player (in his characters voice): Youre starting to annoy
at something (or someone), trying to solve a puzzle or riddle, or me.
performing calculations on a computer. Heres an example of using a combination of the two
If a character performs or attempts a complex action, the styles.
player may be required to make a skill roll. The GMs job is to Player: My character stands up. (Then, in his characters
decide when a player needs to make a skill roll for something the voice) Youre starting to annoy me.
character is trying to do (see Using Skills). See? Theres nothing to it.
Limitations on Taking Actions Players who make especially good tries at role-playing and
Two Actions (Maximum) Per Turn characterization should receive bonuses of +1 to +3 (added to
Characters may perform two actions per turn without the characters dice roll). GMs can also award Action Points to
penalty. One of these actions is a Move Action, while the other players for especially good play (see Gaining Action Points).
is a Combat Action. Note that characters can do two Move Available Actions
Actions instead of one of each, but can only do multiple combat The following is a list of actions available to characters. This
actions in a turn at a penalty. Characters may push themselves by list is not exhaustive. There may be moments in your game when
doing more actions in a turn, but are at a 4 to all skill rolls during the players want to do something that is not specifically covered
the turn for each additional action they do (so, if the character by the actions presented here. In these cases, GMs should make a
does three actions, they are doing one extra action so they are 4 ruling as to the appropriateness for that particular game.
on all skill rolls for the turn, including the first two and also any Indeed, if some rule or modifier strikes you as inappropriate
skill rolls that are for opposed skill rolls such as dodge). or just plain wrong, then go ahead and change it for your game.
Note that some actions are declared as move equivalent, This game is designed to be fun, so if you feel that any rule is
this means the character can use his or her move action to perform getting in the way of you having fun, toss it out!
that task. Defensive Actions
Jim is playing Private Stewart, a soldier in a World War Defensive actions are those designed to protect a character
II action game. Private Stewart is walking across a field when from injury and harm. If a player has a held action, he may abort
he comes under enemy fire. For his characters next action, the held action in order to declare and use a defensive action (see
Jim tells the GM that Private Stewart is going to run for cover Wait, below).
while firing a few shots in the direction of the enemy. Because Characters may abort to a defensive action at any time
Private Stewart is running (a Move Action) and firing (a combat during a turn, even if it means acting before their INI would
action), Private Stewart can perform both actions in the same indicate. If a character is attacked (or if a player otherwise
turn without penalty. feels her character is in danger), the player may declare that
Private Stewart cant make it to cover in one turn and he is their character is aborting their normal action that turn in order
taking serious fire, so on the next turn Jim decides to have his to perform a defensive action. This is particularly useful if a
character fire two shots in addition to running. Private Stewart character is ambushed or attacked unexpectedly.
is now doing one Movement Action and two Combat Actions (for Pat is playing in a modern military game and his character
one extra action). This means that Private Stewart is at a 4 for is getting ready to fire his weapon at a bad guy. Before Pats turn
any skill rolls he makes during this turn. comes around, however, the GM tells him that a grenade lands
No Impossible Actions at his characters feet! Pat tells the GM that his character aborts
A character cannot perform an action that is physically his action that turn and instead dives for cover.

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Chapter Five: Actions and Combat
Combat! Block Melee Attack
Block can be used to thwart an attack. The character
must have something sufficiently durable with which
GMs discretion (see Climbing).
Dive
With this action, the character can attempt to leap out
to deflect the incoming the attack. A plastic fork, for of harms way, avoiding the effects of an explosion, a hail of
example, cannot block a sword blow. Edged weapons gunfire, or simply dive across some distance, such as an open pit.
may not be blocked using the Unarmed Combat The player declares the spot (i.e., the target hex) where he wants
(Brawling) skill, though they may be blocked using to land and makes a STR + Leaping roll. The base TN for the roll
other styles, such as Karate or Aikido, at the GMs is equal to 10, plus 2 for every meter of distance.
option. If the roll is successful, the character clears the distance and
To Block a HTH or melee attack, the character must lands safely. If diving to avoid an area attack, a successful roll
make a successful skill roll, using his REF + appropriate means the character avoids the attack altogether. A failed roll
combat skill +1. If the effect number of the Block roll means the character was caught in the area of effect in mid leap,
is equal to or greater than the effect number of the suffering normal damage or effect of the attack.
attackers skill roll, the attack has been blocked and A character may dive up to one half his STR score in meters.
the blocking character gains a +4 to his INI against his Characters receive a bonus of +3 to their DEF while diving. This
attacker on the next turn. This INI bonus does not apply bonus lasts until their next action.
to actions against characters other than the attacker Roll
whose attack was blocked.
With this action, the character may roll over an object, along
Characters who are blocking a melee attack receive
the ground, or on any surface he could normally walk on. The
a bonus of +2 to their DEF against melee attacks, but no bonus
character moves a distance up to his MOV in meters each turn.
against ranged attacks. This bonus lasts until their next action.
Difficult obstacles may require a REF attribute roll or Acrobatics
Dodge roll to successfully pass over, at the GMs discretion.
With this action, the character can avoid damage from a Characters receive a bonus of +2 to their DEF while rolling.
blow or other attack. The character must have an action available This bonus lasts until their next action.
to use in the turn he is being attacked. No skill roll is required. Run
When a character is dodging, the character receives a bonus
With this action, the character can jog or run across the
of +3 to his DEF. This bonus lasts until his next action. The
ground or any surface he could normally walk on. The character
character may also move up to one half his MOV in meters.
moves a distance up to 2x his MOV in meters and may take one
The player must declare he is dodging before the attack roll additional non-movement action at -3.
is made against the character. A character may use a held action
Characters receive a bonus to their DEF based on their total
to perform a Dodge.
MOV velocity (see Combat Modifiers).
Roll With the Blow Sprint
With this action, a character that has been struck by a melee
With this action, the character can sprint across the ground
or hand-to-hand attack can Roll With the Blow to avoid some of
or any surface he could normally walk on. The character moves a
the damage. The character must have an action available to use
distance up to 4x his MOV in meters and may perform one other
in Acrobatics skill). If the effect number for the skill roll exceeds
non-Movement action at -6.
the attack roll, the character suffers only half of the damage
Characters do not receive their REF bonus to their DEF while
rolled, before subtracting his TGH.
sprinting. This restriction lasts until their next action. Sprinting
Characters who are rolling with the blow receive a bonus
characters still receive a bonus to their DEF based on their total
of +2 to their DEF. This the same turn he was attacked. The
MOV velocity, however (see Combat Modifiers).
character makes a skill roll using REF + (Unarmed Combat or
bonus lasts until their next action. Walk
A player may declare this action after the attack roll is made With this action, the character can walk across the ground
but it must be declared before the damage is rolled for the attack. or any surface he could normally walk on. The character moves
A character may abort a held action to roll with the blow. a distance up to his MOV in meters and may take one additional
action at no penalty.
Movement Actions
Walking characters may receive a bonus to their DEF based
Crawl on their speed (see Combat Modifiers).
With this action, the character may crawl along the ground Offensive Actions
or any surface he could normally walk on. The character moves a
distance of up to one half his MOV (rounding up) in meters each Aim
turn spent crawling. When firing a missile weapon (such as a bow, crossbow,
Crawling characters are treating as if they are prone and do firearm, and so on) at more than short range, the skill roll becomes
not add their REF to their DEF while crawling. more difficult. By taking time to aim, characters can offset some
or all of these range penalties. For each full turn spent aiming a
Climb weapon (and nothing else), the character receives a bonus of +2
With this action, the character may climb a distance of up to his skill roll. The maximum bonus is +6.
to one half his MOV (rounding up) in meters each turn. Some
While aiming, the character must remain focused and his
surfaces may require the character to make a Climbing roll, at the
DEF for any attack rolls against him do not receive the benefit of

76
Chapter Five: Actions and Combat

Combat!
his REF. Any attempt to react to an attack (i.e., to gain the REF an opponent may drop with him to the ground. Both
bonus to his DEF) or to perform any other action ruins his aim character and opponent will fall to the ground in a pile.
and any bonus gained for it. The character must spend another Each character suffers 2d6 damage from the fall, and the
turn aiming for any benefit, essentially starting from scratch. opponent remains Grabbed or Restrained.
Sean is playing in a Marine sniper in a modern covert ops Grab
game, Sergeant Mace Silverhawk. Maces target is 400 meters With this action, the character uses one or both
away, imposing a -12 penalty, requiring Sean to make a Rifles hands to grab hold of the opponent. The grabbing
skill roll with an effective TN of 22. Sean decides that Mace, character specifies an item (such as an article of clothing,
who is hidden, is going to spend two turns aiming, reducing the a belt, etc.) or one limb that he will grab. The player
effective TN from 22 to 18. Mace squeezes the trigger and Sean rolls for the attack, using the Unarmed Combat skill, at
rolls the dice -2. In addition, the grabbing character suffers a -2 DEF
Bind Weapon penalty.
With this action, the character uses a melee weapon to If successful, the opponent is grabbed, and skill
bind or pin an opponents weapon. With a successful combat rolls for all actions attempted by the grabbed character
skill roll at -1 (using Unarmed Combat or applicable weapon is at -3. Once a character has an opponent grabbed, he
skill), the opponents weapons are rendered immobile (e.g., the may perform one of the following maneuvers: Drag,
opponents weapon arm is held, the two characters weapons are Drop, Restrain or Throw.
locked together, etc.) and neither character can strike the other or To break free from a Grab, the defender must
otherwise use the pinned weapon. overcome the grabbers strength with his own by making
To break out of a bind, a character must win a contested a contested STR + Unarmed Combat skill roll. If the grabbers
STR roll. Both characters roll STR + applicable combat skill + total is higher than the defenders, then the defender remains
3d6. The character with the higher total may either Shove his grabbed.
opponent, breaking the bind, or maintain the bind, at the winners Restrain
option. A character that has successfully grabbed an opponent may
Disarm restrain him by expanding his Grab to restrain two limbs (either
With this action, the character can disarm an opponent, both arms or both legs). To successfully restrain an opponent, the
causing him to drop a weapon, such as a sword or gun. The character must succeed at a contested REF + Unarmed Combat
character must make a contested attack roll at -2. If the effect skill roll against the opponents REF + Unarmed Combat skill at
number of the disarm roll exceeds the effect number of the -2. If the offensive characters total is higher than the defenders,
defenders roll, the opponent drops the weapon and is disarmed. the opponent is fully restrained and cannot use the restrained
Alternatively, the character may attempt a take-away, with a limbs, and any other actions attempted by the grabbed character
successful Disarm indicating that the character has taken the is at -5. Once a character has an opponent restrained, he may
opponents weapon away and now has it in his possession and only perform a Drag, Drop, or Throw, or he may release the
may be used against the opponent! opponent.
Characters attempting a Disarm receive a +1 bonus to their To break free from being restrained, the defender must
DEF. This bonus lasts until their next action. overcome the restraining characters strength with his own by
Drag making a contested STR + Unarmed Combat skill roll. If the
A character that has successfully grabbed an opponent restraining characters total is higher than the defenders, then
may drag or pull him. The maximum distance in meters that the defender remains restrained.
a resisting opponent can be dragged each turn is equal to the Take-away
dragging characters STR + 1 minus the opponents STR, up to a This action is similar to the Disarm action, except that with
maximum distance equal to the draggers MOV. this action, the character attempts to maintain possession of
Jim has a STR 5 and Bob has STR 3. Jim has grabbed Bob the weapon that he is taking out of his opponents hands. The
and tries to forcefully pull him through a doorway, but Bob is character must make a contested attack roll at -3. If the effect
resisting. Jim can drag Bob (5 -3 -1 = 1) meter for each action number of the disarm roll exceeds the effect number of the
spent dragging him. defenders roll, the character has taken the opponents weapon
The distance a character can drag an unresisting object (such away and now has it in his possession. The weapon may be used
as an unconscious person) is equal to the draggers STR +1 minus against his opponent on the next turn.
the STR required to pull the person or object, in meters, up to a Characters attempting a Take-away receive a +1 bonus to
maximum distance equal to the draggers MOV. their DEF. This bonus lasts until their next action.
A soldier is trying to drag an unconscious victim out of a Throw
burning building. The victim weighs 100 kilograms and requires A character that has successfully Grabbed or Restrained an
a STR of 3 to drag. The soldier has a MOV of 8 and a STR of 4, so opponent may throw him to the ground. The opponent falls to
the soldier can drag the unconscious victim (4+1-3) = 2 meters the ground and suffers B/S damage equal to the throwers STR
per turn. The farthest the soldier could possibly drag an item in dice. The opponent may reduce the damage suffered from the
each turn is 8 meters. Throw by making a successful Acrobatics roll (see Acrobatics).
Drop
A character that has successfully Grabbed or Restrained

77
Chapter Five: Actions and Combat
Combat! Unarmed Strike
With this action, the character can strike an
opponent with a fist, elbow, kick, etc., to inflict damage.
Using Skills
Skills are used in conjunction with attributes to resolve
actions. When characters attempt an action in the game that has
The character makes an attack roll using his REF + an uncertain outcome, the player tells the GM which skill his
Unarmed Combat + 3d6. A successful attack inflicts character is using and how he is using it. The GM sets a difficulty
B/S damage for the attackers STR, as shown on the level for the task (see Difficulty Levels and Target Numbers,
STR Table. For determining damage for a kick, treat the below).
attackers STR as +1. When to Roll
Weapon Strike The most important thing to remember is that no skill rolls
With this action, the character attacks an opponent are needed for characters to accomplish everyday tasks related
or object with a readied weapon. The character makes to their skill. Rolls are required only for tasks that are out of the
an attack roll using his REF + (appropriate weapon ordinary for characters with that skillno matter how hard they
skill) + 3d6. If successful, the attack inflicts damage as might seem to those without the skill.
per the weapon listing (see Weapons.) Obviously, if everyone had to make a Driving skill roll
Special Actions just to drive to work, no one would survive the commute! Also,
excess skill rolls only slow down the game. Save the rolls for
Fast Draw amazing tasks or exciting action sequences involving great risks
Fast draw is taken in conjunction with a weapon and daring acts.
attack, such as drawing and firing a gun or unsheathing
Bens character does not have the Piloting (Helicopters)
and throwing a knife. When performing a fast draw, the character
skill. Trying to fly a helicopter will be very difficult for him, and
receives a +2 INI bonus for that attack on that turn but the attack
will require Ben to make a number of Attribute rolls at high
roll is at -3. The penalty lasts only for one turn.
penalties.
Load Weapon Jennys character, however, has the Piloting (Helicopters)
The character is spending the turn reloading a weapon. skill. She does not need to roll her skill at all to perform ordinary
Reloading a weapon may take multiple turns to accomplish. As a piloting tasks, such as taking off, flying and landing under
rule of thumb, sling weapons and bows require 1 turn to reload, normal conditions. But Jenny will have to make a skill roll for
crossbows require 2 turns, and black powder weapons require 10 her character to land her chopper after it has been damaged
turns. Modern firearms may be reloaded at a rate of 1 loose round by a SAM fired by terrorists, for example, because this is an
or one magazine (or clip or cylinder/speed-loader) per turn. extraordinary task even for a trained pilot.
Mount/Dismount Heres another example..
The character is able to mount or dismount a steed (usually a Andy is playing the character of Dr. Raul Wayland, an
horse) or vehicle. This action does not require a skill roll except emergency room physician aboard a Naval Hospital Ship. Dr.
in extreme circumstances (e.g., when the horse is running or the Wayland has the skill of Medicine, along with various Science
vehicle moving). and Specialist skills representing his medical knowledge. Andy
Characters who are mounting or dismounting do not receive does not have to roll at all for Dr. Wayland to successfully
their REF bonus to DEF. This penalty lasts until their next diagnose ailments, suture lacerations, perform routine surgeries,
action. and so forth. All these are everyday tasks for a trained physician,
Wait even though they might be impossible for a person without the
With this action, the character is waiting to act. The player skill of Physician to accomplish.
may either declare a specific intended action and a circumstance But when Peggys character, Officer Becky West, is rushed
that will trigger the action (e.g., My character is holding his to the ER on the verge of death after being riddled with bullet
action and will shoot the first person who walks through that wounds from a shootout, the GM tells Andy to make a Medical
door,) or simply declare that his character is waiting and will skill roll for Dr. Wayland as he tries to save her life. The extent
act later. of her wounds makes this an extraordinary task even for a
If the player declares a specific condition and a specific trained physician. Also, the dramatic tension of treating another
action, the character automatically acts first if the condition character that has been severely injured makes this an exciting
occurs. time for a skill roll.
If the player is simply waiting to act later in the turn but with Difficulty Levels and Target Numbers
no specific intent (as yet), the character can take an action at any If the task or action that the character is attempting is a simple
point in the same turn. If a character does not use his held action one (such as opening a door, climbing a ladder, starting a car, and
by the end of the turn, the held action is lost and the character so on), no skill roll is requiredthe character simply succeeds
must wait to act until the next turn. at the action. If the action has a real possibility of failure, the
Characters who are waiting are still alert and able to defend GM should require the player to make a skill roll and set the
themselves, and receive a REF bonus to their DEF, as well as any appropriate difficulty level for the task.
other applicable DEF modifiers (GMs discretion). As a rule, only tasks of average difficulty or higher (i.e.,
A character may always abort (that is, give up) a held action more difficult) require a skill roll.
in order to use a defensive action. The GM assigns a difficulty level based on how difficult
he believes the task would be for an average person. Use the

78
Chapter Five: Actions and Combat

Combat!
Difficulty Levels & Target Numbers table, below, to help you alone down a dirt road when he spots a group of British
decide what kind of difficulty level to assign the task, if any. The Redcoats coming his way! Pat tells the GM, Mark, that
Target Number (TN) is the difficulty target of a task that must his character dashes off the road and dives into the woods
be beaten by Attribute + Skill + 3d6, taking into account any to hide. Mark decides that diving into the woods quickly,
modifiers. before the British troops can spot Nathan, requires a
skill roll. Mark isnt sure just how difficult a task it is,
Difficulty Levels & Target Numbers however, so he looks on the Generic Difficulty Levels
table. Looking at the table, Mark figures the level to
Description TN
be one of the following: Average, Tricky, Challenging,
Average/Easy 12 Difficult, or Demanding. Mark thinks that diving into
the woods, which includes avoiding rocks and such, is
Tricky 15
more than average or tricky difficulty, but is less
Challenging 18 than difficult and certainly not demanding, so he
assigns it a rating of challenging. Mark tells Pat to
Difficult 21
make a Challenging Leaping roll. Challenging difficulty
Demanding 24 has a Target Number (TN) of 18. Pat rolls the dice and
gets a total of 19a success! Nathan Greene leaps into
Extreme 27
the woods unseen, moments before the British soldiers
Legendary 30 pass.
Automatic Success & Failure
Target Numbers in Combat If the Target Number for any task is lower than the characters
In cases where a character is trying to attack another combined (attribute + skill score + 3), no skill roll is required
character, such as in melee or ranged combat, use the targets its an automatic success for the character.
DEF as the base TN instead of the table above. If the character If the Target Number (TN) is greater than the characters
is actively defending himself, add the appropriate skill to the combined attribute + skill score + 18, the player may still make
targets DEF score. In addition, the GM can then add any other a skill roll. In such cases, a natural roll of 18 on the dice (i.e.,
modifiers, as appropriate. (see Combat Modifiers). three sixes) indicates success.
Pat is playing Jake, an infantryman. Jake has a DEF of 15 Characters can also use Action Points to turn a failed roll into
and is pretty good at barehanded fighting, with an Unarmed a successful one, allowing even untrained characters to succeed
Combat skill of +5. During the game, an enemy soldier tries to at nigh-impossible tasks, thus reflecting a more cinematic
grapple with Jake. The GM decides that because they are both approach. The player characters are assumed to be heroes in
using the Unarmed Combat skill that Jakes Unarmed Combat most settingsthere should always be some chance for heroes to
score can be added to his DEF. The final TN that the attacker succeed, no matter how difficult the task. (See Action Points.)
needs to hit Jake is therefore 15 + 5 = 20. Expanded Target Number Table
Making Sense of Difficulty Levels The following table indicates the modified target number
While this may seem a little confusing, its really very based on the assigned difficulty of the task.
simple. Heres an example. To use the table, simply add the characters attribute + skill
Pat is playing in a Revolutionary War (American War scores (for skill rolls) or use 2x the attribute (for attribute rolls).
of Independence) game. Pats character, Nathan Greene, an Find that number on the left column, then read across until you
idealistic young infantryman in the Continental Army, is walking find the number in the column for the assigned difficulty level of

79
Chapter Five: Actions and Combat
Combat! the task. For a skill roll to be successful, the player must
roll the indicated number or higher on the dice.
No roll indicates that the player does not need to
assign the groups Aptitude attribute (INT for the Mind group,
REF for the Body group). If the task involves endurance, stamina
or resistance, the GM should assign the groups Resistance
roll the dice; the task is automatically successful. attribute (WIL for the Mind group, HLT for the Body group).

Target Numbers (Roll needed, or more)

Attribute Avg Tricky Chall Diff Deman Extr Leg

+Skill (TN 12) (TN 15) (TN 18) (TN 21) (TN 24) (TN 27) (TN 30)

1 11 14 17 20 23 26 29

2 10 13 16 19 22 25 28

3 9 12 15 18 21 24 27

4 8 11 14 17 20 23 26

5 7 10 13 16 19 22 25

6 6 9 12 15 18 21 24

7 5 8 11 14 17 20 23

8 4 7 10 13 16 19 22

9 No roll 6 9 12 15 18 21

10 No roll 5 8 11 14 17 20

11 No roll 4 7 10 13 16 19

12 No roll No roll 6 9 12 15 18

13 No roll No roll 5 8 11 14 17

14 No roll No roll 4 7 10 13 16

15 No roll No roll No roll 6 9 12 15

16 No roll No roll No roll 5 8 11 14

17 No roll No roll No roll 4 7 10 13

18 No roll No roll No roll No roll 6 9 12

19 No roll No roll No roll No roll 5 8 11

20 No roll No roll No roll No roll 4 7 10

Which Attribute to Use? Unusual Applications of Skills


All skills are associated with a primary attribute group In most cases the logical governing attribute will be obvious.
either the Body or Mind group. This is the group that contains the For instance, knowledge- and memory-based skills will most
attributes associated with the common applications of the skill. often use the INT attribute.
The primary attribute group is indicated for each skill after the Occasionally, however, characters will use skills in such a
skill name. way that using a different attribute makes sense. The GM should
In addition, suggested uses of specific attributes are also consider which attribute is the most applicable and assign it as
given (in parenthesis) in the skill description. the governing attribute for the skill roll. Which attribute from the
primary group is used with the skill to resolve actions depends on
Governing Attribute
how the skill is used, as described by the player.
Which attribute is used with the skill (called the governing
Example 1: a player tells the GM My character is going to
attribute) depends on how the skill is being used. The most
stay awake and drive all night if he has to. The GM decides that
appropriate attribute used depends upon what the player says he
this requires the Driving skill. Ordinarily, a Driving roll would
wants to do. If the task involves exerting force, overbearing, or
use REF, but using the REF attribute just doesnt make as much
general power, the GM should assign the groups Power attribute
sense as using HLT in this case. HLT deals with stamina and
(PRE for the Mind group, STR for the Body group). If the task
fatigue, whereas REF deals with reaction and coordination. The
involves subtlety, finesse, accuracy, or aptitude, the GM should

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Chapter Five: Actions and Combat

Combat!
GM decides to require the player to make a skill roll using the Contested Skill Rolls
characters HLT + Driving, and decides that driving all night When two characters are attempting to outdo
is a Challenging task. The player must make a Challenging each other using skills, its called a contested roll. In
Driving roll using HLT (HLT + Driving + 3d6). a contested roll, both characters make their skill rolls,
Example 2: Seans character has the Conversation skill, using any difficulty modifiers assigned by the GM. The
allowing him to unobtrusively gain information in casual character whose player achieves the higher adjusted
discussion. If the character tries to gain information by flattering skill roll total is the winner. Examples of contested
or charming someone, he uses PRE + Conversation. If he skill rolls include trying to sneak past a guard unseen
tries to trick someone into revealing information, he uses INT (Stealth versus the guards Awareness), an arm wrestling
+ Conversation. And if he tries to keep a woman talking until contest, and so on.
she doesnt know what she is saying anymore, he uses WIL + In situations in which each character must achieve
Conversation. a minimum level of effect in order to be partially
Both Body and Mind successful (e.g., an archery contest to see who can hit
Some skills can be used with both groups, depending on the the target closest to the center), the GM may assign a
specific application of the skill. This is perfectly acceptable, as TN to each players skill roll. The player who achieves
long as it is plausible and the GM agrees to it. the higher effect number succeeds. In effect, the total of
Making the Roll the first characters roll becomes the TN for the second
characters skill roll. If both players effect number is
The player rolls three six-sided dice (3d6) and adds the result
0 (i.e., if the rolls are tied) there is no winner, because
to his characters skill score plus the governing attribute score.
both characters failed at their respective attempts. (see Effect
If the total meets or exceeds the target number (as indicated by
Numbers, above).
difficulty level), the character has successfully used the skill.
Mike is playing Richard, an archer in the British military in
Here is a summary of the steps of using a skill in the game.
a historical military game, who has entered an archery contest.
Using a SkillSummary The TN to hit the target is 15. In the contest, each character
1. [Player, Note that GM can overrule and assign a different makes a Simple Missile Weapons (Bows) skill roll against TN
skill] Choose a skill for the task 15. That target number indicates merely hitting the target. The
2. [Player] Tell the GM how the skill is being used higher the effect number of the roll, the closer to the center the
3. [GM] Determine difficulty level (and Target Number) for shooters arrow lands. Thus, the character with the highest effect
the task number wins the round. One contestant rolled a total of 13, for
4. [GM] Determine governing attribute for the skill roll an effect number of -2. The other contestants effect numbers are
5. [Player] Roll 3d6 + attribute score + skill score 1, 2, 2, 4 and 6. Mike makes his Simple Missile Weapons (Bows)
6. If total meets or exceeds the Target Number, task is skill roll for Richard and gets a total of 27an effect number of
successful 12! Richard has won the round!
Pats character, Nathan Greene, is a Minuteman in a Skill Roll Modifiers
Revolutionary War game. Pat tells the GM at one point that Complementary Skills
his character, Nathan, is throwing his tomahawk at a rope to
Sometimes a characters knowledge of a particular subject
try to sever it. The GM tells Pat that Nathan will need to make
can help with a skill roll for another skill. For instance, any
a Difficult Axes skill roll, using Reflexes (as the governing
character with the Appraisal skill can appraise an antique vase.
attribute). Nathan has Reflexes 5 and the Axes skill at +4. Pat
But a character with specific knowledge of antique vases,
rolls 3d6 (three six-sided dice) and adds Nathans REF and Axes
knowledge of the culture from which the vase originated, of
scores. Pat rolls 13 + 5 + 4 = 22.
glazing techniques, or of the family that owned the vase may
Any time a skill roll is required or suggested, it is written as have particular insights into the history of the vase, thus allowing
a [Difficulty] [Skill name] roll (TN). For instance, if Nathans the character to more accurately determine its value.
earlier escape into the trees were presented as part of a published
When one skill can be used to help with a task that uses a
scenario, it might read diving off the road into the woods
different skill, it is called a Complementary Skill. When a skill
requires a Challenging Leaping roll (TN 18).
is Complementary to another skill, the player receives a bonus
Effect Numbers to the skill roll equal to one half of the Complementary Skills
The Effect Number (EN) of a roll is simply the number of score, rounding down.
points by which a skill roll (i.e., attribute + skill + 3d6) exceeds Mikes character has the skills Tactics (Ambushes) +5 and
the Target Number. If the dice roll is exactly the target number, Sub-machineguns +4. He is laying an ambush for some enemy
the effect number is 0. If the TN is 14 and the skill roll total is 19, soldiers. The GM tells Mike that he can use his characters Tactics
the Effect Number is 5. (Ambushes) skill as complementary to his Sub-machineguns skill
Effect numbers can be used in several helpful ways in the for the first turn of combat, due to his characters knowledge
game. They are used to determine the outcome of contested skill of launching effective ambushes. Because one half Mikes
rolls, to determine the winner of a contest (whose shot is closest characters Tactics (Ambushes) score is 2, Mike adds +2 to his
to the bullseye?), to determine the progress of a long task (such Sub-machineguns score, raising it from +4 to +6, for the first
as complex repairs, a masterful work of art, ongoing research), turn of combat.
and so on. At the GMs option, the bonus from a complementary skill

81
Chapter Five: Actions and Combat
Combat! can remain in effect for the duration of an event or task.
Off-handed
Characters are either right- or left-hand dominant
seconds. Not wanting to take quite that long Pat decides to take 5
minutes and gets a bonus of +3, making it equivalent to a Tricky
task (TN 15).
(players choice) by default. The characters non- Rushing
dominant hand is his off hand. Using your off hand Characters can attempt to perform a task more quickly than
incurs a -3 penalty to any skill rolls requiring manual normal. By taking less time than the base time for a task, the
dexterity, such as shooting a gun, throwing, writing, and task becomes more difficult. For each higher level up the Time
so on. Chart (i.e., for each smaller period of time taken), the skill roll
Characters with the Ambidexterity trait suffer a incurs a -3 penalty.
reduced penalty or no penalty at all, depending on the Pats character picks the lock and makes his way into a
level of the trait. stable where he finds a horse. Pat decides his character is going
Time to try to ride the horse out of the city. Unfortunately for Pat the
Every task requires a certain amount of time to horse is not saddled and his character is not very knowledgeable
complete, as determined by the GM. If a character about horses and riding gear, so the GM tells Pat that he will
takes more or less time than usual to perform a task, need to spend 5 minutes and make a Challenging Riding roll (18)
he receives a bonus or penalty to the Target Number, using INT in order to properly saddle the horse.
respectively. The city guards can also be heard nearby. Pat does not
When determining the bonus or penalty for more or want his character to be found and captured, so he decided his
less time taken on a task, refer to the Time Chart, below. Simply character will rush the saddling of the horse, taking only 30
find the level on the Time Chart that is closest to the amount seconds to throw the saddle on and secure it as well as he can
of time the task normally takes. The GM should determine the before riding off. Pat will suffer a -3 penalty for rushing, making
average length of time normally required to perform the task, the task a Difficult one (TN 21)!
and then consult the Time Chart. If the time required to perform Repeated Attempts
a task is longer than the closest level on the Time Chart, then use Characters who fail at a skill roll may make another attempt,
the next greater time increment as the default level. with conditions.
Pats character is picking a lock. The GM feels that picking A character who attempts a task again after failing it once
a lock should take an average person about 20 seconds. 20 may make a new skill roll, but is at -3 for each successive
seconds is more than 1 turn but less than the 30 seconds attempt. This penalty is cumulative and is in addition to any
level, so the base time level for Pats characters lockpicking other modifiers for taking extra time or rushing (see Taking Extra
attempt is 30 seconds for purposes of determining any bonus Time).
or penalty for taking extra time or rushing the task. Pat fails his skill roll to saddle the horse. But he really wants
Time Chart to get the task accomplished and soon, so Pat tells the GM that
1 turn (3 seconds) even though his character failed the first time, he is going to try
30 seconds again. The GM tells Pat that he can try another skill roll but this
5 minutes time at a -3 penalty. Pat decides to go for it, and he chooses to
rush yet again. His character spends another 30 seconds on the
1 hour
task, the same as last time. Pat can make another skill roll, but this
1 day
time with a -3 penalty for a repeated attempt, plus an additional
1 week
-3 penalty for rushing, making the normally Challenging (TN 18)
1 month skill roll equivalent to a Demanding one (TN 24)!
1 quarter (3 mos.)
Tools & Equipment
1 year
Some skills do not require equipment for their use. The use
1 decade
of specialized equipment with these skills may provide a +3
1 century
bonus to the skill roll, at the GMs discretion.
1 millennium
Some skills, on the other hand, require the character to
Taking Extra Time have access to specific equipment in order to use the skill at all.
Characters can take more time than normal to perform a task Examples include a forge, for Blacksmith, or a weapon, for a
in order to improve their chance of success. By taking more time weapon skill. If the character doesnt have the necessary items
than normal, the task becomes easier. For each lower level down he cannot use the skill.
the Time Chart (i.e., for each larger period of time taken), the Other skills normally require tools of some kind but can be
skill roll receives a +3 bonus. used with improvised tools. If a skill can be used with improvised
Pats character needs to pick a lock that he knows to tools, at GMs discretion, the character may attempt the task but
be very tough. The GM has decided that picking the lock is a suffers a -3 penalty.
Challenging task (TN 18). Since there is no immediate danger
Which Skills to Use?
and his companions are watching the passageway, Pat decides
Keep in mind the two basic rules:
to take his time and concentrate. The GM decides that If Pat
spends 1 hour on the task he will get a +6 bonus to his skill roll 1. The GM has final authority on what skill should be used,
because 1 hour is two steps lower on the Time Chart than 30 although the player typically identifies what skill he or

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Chapter Five: Actions and Combat

Combat!
she is usingthe GM can overrule the player.
Combat Modifiers Table 2. Common Sense is needed in assigning what
skill to use.
Target Size Modifier A Word about Maps and Figures
Gargantuan, 32m or more (ship, bridge) +12 Keeping track of where all of the player characters
Huge, 16m or more (whale, house) +6 and bad guys are can be a little difficult. This is especially
Very large, 8m or more (city bus, Large Tank) +4 true if there are a lot of bad guys for the characters to
Large, 4m or more (horse, car, tree, Tank) +2 deal with.
Medium, 2m (human) 0 Using figures and maps makes things much easier,
Small, 1m or less (dog, barrel) -2 and can add a great visual element to the game. Its much
Very small, 1/2m or less (cat, head, limb) -4 easier to look at a map and see where your character is
Tiny, 1/4m or less (mouse, bullseye) -6 than to try to remember from turn to turn.
Target Visibility Modifier
Figures
Completely obscured/invisible -5
We recommend using action figures or metal
Mostly obscured (heavy fog, good cover) -3
(pewter, not lead) miniature figures (usually an inch
Partly obscured (light fog, poor cover) -1
or so tall), which can be purchased at most game and
Target Behind Cover Modifier
hobby stores. If you dont have any plastic or metal
Half body visible -1
figures, you can substitute plastic counters or tokens
Head and shoulders only visible -2
from any game, or even small cardboard or paper markers. Just
Head only visible -3
make sure you can tell which marker or counter represents which
Target silhouetted +2
character.
Elevation Modifier
Target higher than attacker (uphill, mounted) +2 Maps
Target lower than attacker (downhill, prone) +1 A map can be as simple as a piece of paper with buildings
Aiming Modifier and trees drawn on it, or even a bare tabletop with erasers and
Aiming +2 per turn (+6 max) tissue boxes set on it to represent buildings and trees and such.
Braced (stable base, bipod, pintle mount) +2 We recommend using a scale of one inch to represent one
Hip shot -2 yard on your map. You can use a ruler to measure the distance or
Miscellaneous Conditions Modifier just let the GM estimate the distance.
Surprise Attack -REF If you need help drawing your maps, you can ask a friend
Improvised weapon (rock, bottle, small girder) -2 who draws well. The map doesnt have to be perfect. As long as
Distance (ranged attacks only; offset by ACC) Modifier everyone can tell a building from a tree, youre all set.
1 meter 0 You can also buy preprinted maps, like posters, for different
2-3 meters -1 games at your local hobby store. Some use hexes while others
4-5 meters -2 use grids or squares. They may be of different scales, but as long
6-15 meters -3 as the GM and the players agree on the scale (how much distance
16-25 meters -4 each square or hex represents) they will work fine.
26-35 meters -5 Another option is to use a vinyl hex or grid mat. This is a
36-50 meters -6 vinyl or plastic rollout mat with hexes or squares printed on it.
51-100 meters -7 These mats are available with different sizes of squares or hexes.
101-150 meters -8 We recommend a mat with 1-inch-wide hexes on it.
151-200 meters -9 The great thing about these vinyl mats is that you can write
201-300 meters -10 on them with water-based colored markers and then wipe them
301-400 meters -11 off with a wet paper towel when youre done with your map.
401-600 meters -12 Note: dont use a dry erase marker, as these will permanently
601-800 meters -13 mark your mat!
801-1,000 meters -14 It can be helpful if the map hexes are numbered. As a GM,
Target Moving Modifier you may want to have notes that certain hexes have landmines,
3-4 m/turn (walking) -1 or other booby traps. Hex numbers provide an easy way to keep
5-8 m/turn (jog) -2 track of which hexes are affected.
9-16 m/turn (running) -4
Combat
17-32 m/turn (sprinting) -6
Combat is handled in more detail than most other situations.
33-64 m/turn (24-42 mph) -8
When any character enters a combat situationby either
65-128 m/turn (highway speeds, train) -10
attacking another character or non-player character or being
129-256 m/turn (small plane, helicopter) -12
attackedgame time slows down.
257-512 m/turn (racing car) -14
The following rules are provided to allow players and GMs
513-1024m (1km) /turn (passenger jet) -16
to determine the outcome of combat encounters in their game.
1025-2048m (2km) /turn (F-18, sound barrier) -18
And lets face it, there is likely to be a lot of combator potential
2049+ /turn (F-15 on afterburners) -20

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Chapter Five: Actions and Combat
Combat!

combatin any military game. Grabbing another character....................................


Combat Turns -2
Each turn lasts for 3 seconds of game time. Each character Armor & Encumbrance
may perform one action per turn (see Taking Actions). Unencumbered (< STR kg) No modifier
Initiative Partially encumbered (< Carry wt.) -1
During combat, characters act in order of Initiative (INI). To Greatly encumbered (> Carry wt.) -3
determine initiative, each player rolls 1d6 and adds the number Combat Modifiers
rolled to his characters INI score. The GM rolls once, for the A variety of situations can affect a skill roll made to hit a
leader (usually the bad guy with the highest PRE or Persuasion), target in combat. For example, skill rolls for ranged attacks are
using the leaders INI +1d6 to determine the Initiative for all of modified by the distance, size, and speed of the target. If a target
the bad guys. The character with the highest initiative score acts is close, it will be fairly easy to hit. If a target is far away and
first that turn, the character with the next highest initiative score moving quickly, it will be much harder to hit.
acts second, and so on. Some examples and suggested modifiers are listed below.
In the case of ties, the character with the highest Intellect All listed modifiers are applied to the skill roll for the attack.
acts first. If both characters have the same Intellect scores, then Ranged Combat Example
the actions are simultaneous (see Initiative). A character with REF 5 is standing 40 meters away. His
Characters with a different length weapon than their opponent base DEF is 10 + REF (5), or 15. If someone 40 meters away
may receive a bonus to their INI when at the optimal distance for shoots at our character, the GM applies the -6 range modifier to
their weapon (see Weapon Size). his attack roll against the 15 DEF, making the total TN for the
Modifying Target Numbers shot 21!
In combat, the Target Numbers listed in the Difficulty and Action Modifiers
TN Table do not take into account the opponents abilities. Rather A number of actions that are available to characters impose
than using the generic difficulty modifiers in melee combat, the a modifier to a skill roll, the characters DEF or both. Below is a
Target Number for attacks against other characters is equal to the condensed list of available actions and their modifiers.
targets DEF (see Defensive Target Number). The targets base For a more detailed description of each action, see Available
DEF is 10, to which modifiers may be applied. Actions. Note: Skill Mod represents the modifier to the
DEF Modifiers attackers skill roll to perform that action.
There are a number of situations that affect a characters Autofire
DEF score and, therefore, an attackers TN. Some examples and A weapon with autofire puts a lot of lead downrange, as
suggested DEF modifiers are listed below. All listed modifiers they say.
are applied to the target characters DEF score. When making an autofire attack, the player makes a single
Character/target is DEF Modifier attack roll using his REF + Weapon Skill + 3d6 against the
Aware of attack......................................................... + REF targets TN. To determine how many rounds hit the target, the
Using a combat skill to defend....................... + Skill score effect number is divided by a number based on the type of attack
At optimal distance for his weapon and being made.
fighting an opponent with a different Burst
length weapon............................................................. +3 A burst autofire (or autoburst) attack consists of firing
Diving or Dodging.......................................................... +3 a short, controlled burst of fire at a single target. The shooter
Blocking or Rolling........................................................ +2 makes an attack roll against the target , with any modifiers for

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Chapter Five: Actions and Combat

Combat!
Larry has a REF 6 and Submachine-gun
Table 50 skill +6. He is carrying a submachine-
gun with a RoF of 20. During a drug raid,
Defensive Actions DEF Skill Mod Notes
Mikes character spots a gunman and fires
+4 INI vs. melee attacks next turn if a burst of four rounds, with a TN of 18.
Block +2 +1
block is successful
Mike makes his skill roll and gets a total of
Dodge +3 +0 Up to MOV in meters 24. Because Mikes effect number is 6 (24
Roll with the blow +2 +0 damage 18=6), his target is hit by 3 rounds of the
burst. Mike rolls the damage separately for
Movement Actions DEF Skill Mod Notes each round that hits his target.
Crawl +1 +0 No REF bonus to DEF Stream
A stream autofire attack consists of
Climb +0 +0 Up to MOV
aiming the weapon at a single target and
Up to STR; req. Leaping roll (TN releasing a stream of rounds or projectiles
Dive +3 +0
10 +2/ meter) at it. This is sometimes referred to as
Roll along ground or over obstacle;
Roll +2 +0 hosing a target. The shooter makes an
up to MOV
Up to 2x MOV plus one non-
attack roll against the target at a 1 penalty
Run Var. +0 movement action at -3; DEF bonus for every 10 rounds (or fraction) in the
for velocity attack, plus any modifiers for size, distance,
Up to 4x MOV; plus one non- and so on. On a successful attack roll, the target is
Sprint Var. +0 movement action at -6; DEF bonus hit by one projectile plus an additional projectile for
for velocity every 2 full points of effect number. The maximum
Up to MOV plus one other non- number of rounds that may hit a target is equal to
Walk +0 +0
movement action the RoF for the weapon.
Offensive Actions DEF Skill Mod Notes Sergeant Craft spots another gunman. Mikes
+2 per turn (+6 max); No REF bonus character fires a stream of 10 bullets at the gunman,
Aim +0 +2/turn
to DEF with a base TN of 18. Because Mikes character is
Opponents weapon immobilized; firing more than a burst, he suffers an additional 1
Bind Weapon +0 -1 requires contested (STR + combat penalty to his skill roll. Mike gets a 26, minus 1 for
skill + 3d6) to break. the stream penalty, for a total of 25. Because Mikes
Disarm +1 -2 Disarms opponent effect number is 7 (2518=7), his target is hit by
Drag resisting person (STR+1 3 rounds from the burst. Mike rolls the damage
Drag +0 +0 - opponents STR) meters; max separately for each round that hits his target.
distance = MOV.
Fall with Grabbed or Restrained
Spray
Drop +0 +0 With a spray autofire attack, the shooter can
opponent; 2d6 dmg
attempt to hit multiple targets at once. The width of
Grab -2 -2 Grab one item or limb.
the area (in meters) must be defined by the player
Fully restrains a Grabbed character; before the attack roll is made. This area is called the
Restrain +0 +0
-2 to overcome. fire zone.
Take-away +1 -3 Takes opponents weapon away. The maximum number of rounds that can hit
Inflicts normal STR dmg as B/S; a given target in the fire zone is equal to the total
Throw +1 -1
victim thrown to ground width (in meters) in the fire zone divided by the
Unarmed Strike +0 +0 Does STR damage as B/S number of rounds being fired, rounding down.
The attacker makes a skill roll for each target,
Weapon Strike +0 +0 Does dmg as per weapon with a -1 penalty for every 10 rounds (or fraction) in
Special Actions DEF Skill Mod Notes the attack, plus any modifiers for size, distance, and
so on. On a successful attack roll, the target is hit by
Fast Draw +0 -3 +2 INI one projectile plus an additional projectile for every
Load Weapon +0 +0 Load a weapon & make ready 3 full points of effect number.
Sergeant Craft spots three gunmen spread out
Mount +0 +0 No REF bonus to DEF
in a warehouse, and fires a full 20 rounds into a 10-
Wait +0 +0 Wait to act later in same turn meter-wide area, hoping to hit them all. Each target
can be hit by a maximum of 2 rounds (20 divided
size, distance, and so on. On a successful attack roll, the target is by 10 = 2). The adjusted Target Number (after
hit by one projectile plus an additional projectile for every 2 full counting all modifiers) for each target is 15. Jim (Sgt. Crafts
points of effect number. The maximum number of rounds that player) makes a skill roll for each target, and gets a 14, 19, and
may be fired in a burst is 4. 25, respectively. The first target is missed, the second is hit by 2
Mike is playing Sergeant Larry Craft, a SWAT team member. rounds, and the third is hit by 2 rounds (Jims effect number was

85
Chapter Five: Actions and Combat
Combat! high enough to score 3 hits, but only 2 rounds entered
his area in the fire zone).
REF bonus), and add any other applicable modifiers to the skill
roll, such as modifiers for range, obscured visibility, and so on.
If the attack roll is successful, the attack lands in the intended
spot.
Table 47
If the attack roll fails, the attack misses the target. To see
Divide Max rounds per where the attack hits, roll 1d6 to determine the direction from
Method Modifier the target, then roll another 1d6 to determine the distance the
EN by target
attack lands from the target (see the Direction Missed Attack
Burst 0 2 4
Lands table below). The distance an attack misses the target by
Stream -1 per 10 rds 2 RoF is equal to the number of points the attack roll missed by for
thrown, simple missile weapon and small arms attacks. Multiply
Spray -1 per 10 rds 3 RoF/Fire zone (m)
this number times 2 for heavy weapons.
The maximum distance the attack can miss the target by
Explosions is one half the total distance from the attacker to the intended
target.
Explosive attacks cause damage in an area.
Any targets in the area of effect of the explosion are
automatically hit by the attack. The type and form of Table 49
damage depends on the type of explosive attack (see the
table below). Direction Missed 1d6 Attack lands

1 Left (attack lands to left of target)


Table 48 2-3 Long (attack lands beyond target)

4-5 Short (attack lands short of target)


Type/Form Example
6 Right (attack lands to right of target)
Blunt/Stunning Rubber pellet grenade

Blunt/Lethal HE grenade or artillery round


Damage Reduced by Range
Flash grenade, stun energy grenade,
Penetrating/Stunning The farther a target from the center of the explosion, the
sound/kinetic wave
less damage is done to it. An explosive attack does the listed
Anti-personnel mine, HEAP artillery amount of damage in a 1 meter radius. For every additional
Penetrating/Lethal
round
meter of distance from the center, the damage is reduced by 3
points. Treat damage below 1 point as 0. The maximum distance
Targeting Explosive Attacks at which 1 point of damage is caused indicates the maximum
effect radius of the blast. The blast radius of an attack is defined
Explosive attacks may be targeted at a person or object
as the number of meters equal to one third of the total damage
(such as a vehicle), using the normal rules for combat. Because
points done by the attack. (Damage points/3 (round down) =
explosive attacks do damage over an area, however, its simpler to
Blast radius in meters)
use a point on the ground (or a specific hex, if using a hex map)
An anti-personnel grenade explodes doing 25 points of
as the target.
penetrating lethal (P/L) damage. Any targets within 1 meter of
Treat a 1 square meter area (or a 1 meter hex) as having a TN
the grenade when it explodes are hit by a 25 point piercing lethal
of 10 (similar to attacking a person with a base DEF of 10 but no

Table 51

Cover

Degree of Cover (Example) Cover Bonus to Defense Reflex Rolls

One-quarter (standing behind a 3-ft. high wall) +2 +1


One-half (fighting from around a corner or a tree; standing at an open
+4 +2
window; behind a creature of same size)
Three-quarters (peering around a corner or a big tree) +7 +3

Nine-tenths (standing at an arrow slit; behind a door thats slightly ajar) +10 +4 1

Total (on the other side of a solid wall)

1 Half damage if roll fails; no damage if successful.

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Chapter Five: Actions and Combat

Combat!
attack; targets 2 meters away suffer a 22 point attack; targets 3 the protected target without the cover. If the attack roll
meters away suffer 19 points, and so on, up to 8 meters away, falls within a range low enough to miss the target with
where targets suffer a 2 point attack. Eight meters is the effective cover but high enough to strike the target if there had
blast radius. Targets nine or more meters away from the been no cover, the object used for cover was struck. This
explosions center suffer no effect from the blast. can be particularly important to know in cases when a
Average Blast Radius character uses another character as cover. In such a
Rather than calculating the bast radius of the grenade based case, if the cover is struck and the attack roll exceeds
on the actual damage rolled, GMs can determine the average the Defense of the covering character, the covering
blast radius for an attack by adding the number of dice of damage character takes the damage intended for the target.
for the explosion +1. The resulting number is the maximum blast If the covering character has a REF bonus to
radius for the explosion, in meters. Defense (is not caught by surprise), and this bonus
The GM decides to use the average blast radius of the keeps the covering character from being hit, then the
grenade. Because the grenades listed damage is 6d6, the average original target is hit instead. The covering character has
blast radius of the grenade (when it goes off) is 6+1=7 meters. dodged out of the way and didnt provide cover after all.
Using the average blast radius of an explosion can save A covering character can choose not to apply his or her
the GM a lot of time during the game. For instance, if a 6d6 Reflex bonus to Defense and/or his or her dodge bonus,
explosion goes off, the GM knows that the average blast radius if the character so desires (can choose to take the hit
of the explosion is only 7 meters. If the closest character is 10 himself).
meters away from the explosion, the GM doesnt need to roll Concealment
any damage dice at all; none of the characters are close enough Concealment includes all circumstances in which nothing
to suffer any damage from the explosion. Instead of rolling the physically blocks a blow or shot, but something interferes with
damage dice to determine the blast radius, the GM can simply an attackers accuracy.
describe the explosion and move on to the next characters Degree of Concealment
action. Concealment is subjectively measured as to how well
Cover concealed the defender is. Examples of what might qualify as
Cover provides a bonus to Defense. The more cover a concealment of various degrees are given in Table: Concealment.
character has, the bigger the bonus. In a melee, if a character Concealment always depends on the point of view of the
has cover against an opponent, that opponent probably has cover attacker.
against the character, too. With ranged weapons, however, its Concealment Miss Chance
easy to have better cover than the opponent. Concealment gives the subject of a successful attack a
The GM may impose other penalties or restrictions on chance that the attacker missed because of the concealment. If
attacks depending on the details of the cover. the attacker hits, the defender must make a miss chance percentile
Degree of Cover roll to avoid being struck. (Actually, it doesnt matter who makes
Cover is assessed in subjective measurements of how much the roll or whether its rolled before or after the attack roll. When
protection it offers. The GM determines the value of cover. multiple concealment conditions apply to a defender, use the one
This measure is not a strict mathematical calculation, because that would produce the highest miss chance. Do not add the miss
a character gains more value from covering the parts of his or chances together.
her body that are more likely to be struck. If the bottom half of
a characters body is covered, that only gives one-quarter cover, Table 52
because most vital areas are still fully exposed. If one side or the Concealment
other of a characters body is covered, the character gets one-half Concealment (Example) Miss Chance
cover. One-quarter (light fog; light foliage) 10%
Cover Defense Bonus One-half (shadows; dense fog at 5 ft.) 20%
Table: Cover gives the Defense bonuses for different degrees Three-quarters (dense foliage) 30%
of cover. Add the relevant number to the characters Defense.
Nine-tenths (near total darkness) 40%
This cover bonus overlaps (does not stack) with certain other
bonuses. Total (attacker blind; total darkness; smoke 50% and must guess
grenade; dense fog at 10 ft.) targets location
Cover Reflex Roll Bonus
Table: Cover gives the Reflex roll bonuses for different
degrees of cover. Add this bonus to Reflex rolls against attacks New Combat options
that affect an area. This bonus only applies to attacks that originate The combat rules in the Action System are rock solid rules
or burst out from a point on the other side of the cover. for those who want combat that is fun, not necessarily too
realistic, and geared toward quick resolution. However, for the
Striking the Cover Instead of a Missed
GM who desires a little more detail, or perhaps a little deadlier
Target game, some alternate rules are presented. These are meant as
If it ever becomes important to know whether the cover was options to the GM, and each one should be chosen or left at the
actually struck by an incoming attack that misses the intended GM discretion. To help the GM select the level of realism she
target, the GM should determine if the attack roll would have hit wants for her game, the rules are rated.

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Chapter Five: Actions and Combat
Combat! Modern is for rules that dont really change combat,
just provide a little more detail.
Gritty rules make combat a little dicier for the
Cover Fire
Modern
One of the key advantages of a gun is to make the other guy
characters. duck. One character armed with a weapon capable of firing on
True Grit make combat flat out rough. automatic may grant characters a Defense bonus of +2.
Air Support Crossfire
Modern Gritty
If land forces have aircraft actively supporting This rule is designed to make combat a little dicier for the
them in an engagement, all soldiers on that side of the PCs, and a lot dicier for Ordinaries. Thus, this rule makes hostage
battle gain +2 to hit and defense. Note that if both sides rescue operations particularly difficult. This rule is based on an
of a battle have air support, both sides gain this bonus, unfortunate reality of modern combat: modern firearms have so
effectively negating it. much power, that even when they hit, they pass through targets,
Air Superiority: If one side of a battle completely ricochet off objects, pass through walls, and so forth.
controls the skies, then this bonus rises to +3 to hit and Any Ordinary within one range increment of a firefight
defense. (based on the shortest range of any weapon being used) has to
Combat Fatigue make a Reflex Roll every round to avoid taking 3d6 points of
Gritty Crossfire damage (this damage represents that bullets can lose
A firefight may only last a minute, usually less, but when velocity, strike at odd angles, or that the character is being hit
its over, soldiers are as tired as if they had been marching all day. by a shell casing or chunk of debris). The TN of this Attribute
Anytime a character is involved in combat, the character must Roll is determined by the conditions of the battle, as shown on
make a Willpower (WIL) Roll (TN 15) or be Mentally Fatigued table 53.
(see New Conditions below) for one hour. If a character engages
in combat again in this time, the character must make another Table 53
WIL Roll (TN 15) or become Mentally Exhausted (see new
Conditions below). Battle Conditions Reflex Roll
Common Injuries Two sides involved in firefight 12
True Grit Three sides involved in firefight 15
A character must make an HLT roll (TN 15) to avoid being Four or more sides involved in firefight 18
injured any time an attack from an enemy is a natural 18 (enemy Each attack that misses its target this round +1
rolls 18 on 3d6 on the roll to hit character). If the character fails Each attack that is a Natural 1 this round +5
the HLT roll, then roll on the Injuries table below to determine
the injury.
Deadly Firearms
True Grit
This rule makes massive damage a much more dangerous

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Chapter Five: Actions and Combat

Combat!
condition for a character. Anytime a character takes damage weapons, arrows, fast-moving projectiles, and the like.
equal to half of their starting LIF, the character must succeed at a When a character suffers penetrating damage,
HLT Roll equal to half of the damage inflicted or die. subtract the value of any armor the character is wearing,
For example: Sgt. Wilson is struck by a sniper bullet and then subtract any remaining damage points from the
takes 28 points of damage. If the Deadly Firearms rule is being characters LIF.
used, the character would have to make a HLT Roll (TN 14) or Special
die. Special damage represents damage or other effects
Friendly Fire from unusual attacks, such as gas, drugs (e.g., stimulants
True Grit or anesthesia), radiation, and the like. Generally
This rule makes player characters (and hero NPCs) as speaking, any effect that does not reduce a characters
vulnerable to Crossfires as Ordinaries. LIF points is considered a Special Attack.
Horrors of War Forms of Damage
The three basic Forms of damage are Stunning (S),
True Grit
Lethal (L), and Special (Sp).
If this rule is in effect, characters may lapse into Mental
Paralysis immediately (without first suffering from Mental Stunning Damage
Fatigue or Exhaustion) upon seeing the death of someone they Stunning damage is damage that temporarily
know, if they fail a Willpower Roll (TN 18). weakens or incapacitates the character. Stunning
damage can render a character unconscious but cannot
Injuries
kill him. It reflects the non-lethal and temporary effects of special
Gritty substances and substances, such as pepper spray (oleoresin
Any time a character takes damage equal to half their starting capsicum or OC), sleep gas, flash-bang grenades, depressants
LIF, they must make a HLT roll (TN is equal to the damage (such as alcohol or barbiturates), the dazing effects of a punch
taken) or be injured. If the character fails the HLT roll, then the or mild concussion, sedation, general weakening from fatigue,
player should roll on the Injuries table to determine the injury. and so on.
All injuries are treatable by the Treat Injury skill, at a TN listed When a characters LIF is reduced to 0 because of stunning
on the table below. Some will heal naturally even if a character damage, the character immediately falls unconscious. An
has no medical attention, and if this is the case a time is listed on unconscious character will not regain consciousness until his
the table below after the treat injury TN. LIF is raised to a score of 1 or higher, whether through healing,
Suppression Fire natural recovery, or medical aid.
Modern Stunning damage is healed more quickly than lethal damage
A character with a weapon capable of automatic fire may (see Recovery).
attack a square, instead of a target. Anyone in that is allowed a Lethal Damage
REF roll (TN 12) to avoid getting hit (and thus taking damage Lethal damage is that damage that can kill a character.
from the weapon). Lethal damage can render a character unconscious as well as kill
Damage him. Lethal damage can reflect the effects of a trauma or injury
Damage is categorized by its method of delivery (i.e., the caused by weapon, a collision such as from an auto accident or
form) and its effect (i.e., the type). There are three types a fall from a great height, the effects of high doses of radiation,
and three forms of damage. All damage effects in the core rules extreme weakening from illness, and so on.
use one descriptor from each category. For example, damage When a character suffers a number of points of lethal damage
from a knife wound is considered Penetrating Lethal damage that exceeds his LIF, the character is dying. A dying character
(abbreviated as P/L). Each is explained below. will lose 1 additional LIF point each turn until he reaches 10.
Medical intervention is necessary to prevent the character from
Types of Damage
dying (see Stabilizing). If a characters LIF score reaches 10,
The three basic Types of damage are Blunt (B), Penetrating
the character is dead.
(P), and Special (Sp).
Lethal damage is healed more slowly than stunning
Blunt damage.
Blunt damage represents damage caused by blunt force
Special Damage
(known as blunt trauma in the medical world). Examples of
Special damage is damage to some aspect of the character
blunt damage include damage caused by punches and kicks,
other than the characters LIF. Examples include the reduction
falling, collisions, clubs, and the like.
of an attribute, medical symptoms (such as hallucinations or
When a character suffers blunt damage, subtract the value
nausea) and so on.
of any armor the character is wearing and the characters TGH
This category is a catch-all, for any effects that cant be
score from the damage, then subtract any remaining damage
clearly defined as either stunning or lethal.
points from the characters LIF.
Wounds and Effects of Damage
Penetrating
Wounds come in progressive levels of severity, from
Penetrating damage represents damage from an injury that
Superficial to Fatal. The description for each level of wound
penetrates the body, such as damage cause by bladed and pointed
severity and its effects are explained below.

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Chapter Five: Actions and Combat
Combat! Superficial Wounds
Any wound from which a character suffers up to
1x HLT in damage points (after subtracting any damage
Critical wounds can be fatal without immediate stabilization
and fairly quick medical treatment. A character with a critical
wound will lose one additional point of LIF per minute until he
for armor or TGH) is a superficial wound. Superficial is stabilized.
wounds include minor cuts, scrapes and bumps. All Body skills are at -6 until stabilized and -3 until treated.
Superficial wounds do not restrict or reduce the Any Mind-based skill rolls are at -6 until treated. These penalties
characters movement, attributes or skills, although they may be ignored for one turn with a successful Challenging WIL
may be painful. attribute roll (TN 18).
In medical terms, characters suffering from In medical terms, characters suffering from critical wounds
superficial wounds are conscious and comfortable (at may not be conscious, their vital signs are unstable and not
least as far as the injury goes), their vital signs are stable within normal limits, and indicators are unfavorable. Medical
and within normal limits, and indicators point toward an patients suffering from a critical wound are generally considered
excellent recovery. Medical patients suffering from one in critical condition.
or more superficial wounds are generally considered in Fatal Wounds
good condition. Any wound from which a character suffers more than 4x the
Light Wounds victims HLT in damage points (after subtracting any damage for
Any wound that causes up to 2x HLT in damage armor or TGH) is a fatal wound. The character will die without
points (after subtracting any damage for armor or TGH) immediate aid. Characters suffering from a fatal wound will lose
is a light wound. 1 additional LIF point each turn unless stabilized (see Healing,
Not exactly superficial damage, but there is little if any below). Otherwise, treat this as a Critical Wound.
chance a character will die from light wounds. The character will
lose 1 additional LIF point each day for 1d6 days until stabilized Wound Effects Table
(see Stabilizing).
All Body-based skill rolls are at -1 until the character Wound Effects
receives medical aid. This penalty may be ignored for one turn
Superficial None
with a successful Tricky WIL attribute roll (TN 15).
In medical terms, characters suffering from superficial -1 to Body-based skill rolls until medical aid
Light received; -1 LIF per day for 1d6 days unless
wounds are conscious but generally uncomfortable, though
stabilized
their vital signs are stable and within normal limits. Indicators
point toward a favorable recovery. Medical patients suffering -3 to Body-based skill rolls until stabilized, then
Serious 1 until treated; -3 to Mind-based skills until
from one or more light wounds are generally considered in fair
treated; -1 LIF per hour until stabilized
condition.
-6 to Body-based skill rolls until stabilized, then
Serious Wounds Critical 3 until treated; -6 to Mind-based skill rolls until
Any wound that causes up to 3x HLT in damage points (after treated; -1 LIF per minute until stabilized
subtracting any damage for armor or TGH) is a serious wound.
-1 LIF per turn until stabilized; otherwise treat
Serious wounds are just that. The character is wounded in Fatal
as Critical
such a way that seriously impedes his ability to do anything.
Serious wounds include some gunshots, broken limbs, and major
Recording Damage
burns.
Damage that a character suffers should be marked on the
Left untreated, serious wounds can pose a serious health
character sheet in the boxes provided. Stunning damage is
risk from infection, bleeding, and other serious complications.
marked as a slash (/) and lethal damage is marked as an X.
The character will lose 1 additional LIF point each hour until
stabilized (see Healing, below). A character suffers 2 points of lethal damage from a knife
cut to the arm and 6 points of stunning damage from a kick to
All Body-based skill rolls are at -3 until the wound is
the chest. The damage from the knife wound is recorded on the
stabilized and then -1 until treated. Any Mind-based skill rolls
character sheet as two Xs and the wound from the kick as six
are at -3 until treated. These penalties may be ignored for one
slashes.
turn with a successful Challenging WIL attribute roll (TN 18).
If a character has suffered a total amount of combined
In medical terms, characters suffering from serious wounds
stunning and lethal damage to bring his LIF to 0, any subsequent
are acutely ill. They may not be conscious, their vital signs are
lethal damage should be recorded over (i.e., replacing) any
unstable and not within normal limits. Indicators are questionable.
stunning damage on the character sheet. Any subsequent stunning
Medical patients suffering from a serious wound are generally
damage is treated as lethal damage.
considered in serious condition.
Mikes character has 20 LIF. During a fight he suffers
Critical Wounds 12 points of stunning damage and 8 points of lethal damage.
Any single wound causing up to 4x HLT in damage points Because the combined total of damage is 20, he is unconscious.
(after subtracting any damage for armor or TGH) is a critical He is then hit again for 5 points of lethal damage. Mike changes
wound. Critical wounds do not close and will not just stop 5 of the slash marks (that indicate stunning damage) to Xs
bleeding. Critical wounds include torn limbs, deep punctures, (indicating lethal damage).
and lacerations, severe head trauma, and so on.

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Chapter Five: Actions and Combat

Combat!
Healing
There are three basic parts to healing damage sustained by Stabilization Table
your character. Stabilization prevents the wound from becoming
worse; Treatment repairs the damage sustained; Recovery heals Wound Difficulty Roll required
the body. Superficial No roll required No roll required
For GMs who want simpler rules for healing, simply ignore Light Average (TN 12) Every day
the rules for Stabilization and make Treatment optional, relying Serious Tricky (TN 15) Every hour
primarily on Recovery to determine a characters healing rate.
Critical Challenging (TN 18) Every minute
This has the effect of lowering the mortality rate for characters
who are seriously injured. Fatal Difficult (TN 21) Every turn
For all Treat Injury and Physician skill rolls, the following
situational modifiers apply. Note that in some settings, some of Stabilization allows a patient to be moved to a
these situations will not apply (e.g., ample medical supplies medical facility, whether by ambulance or some other
are simply not available in a medieval setting). conveyance, for treatment.
Treatment
Situational Modifiers Table Treatment is the active part of medicine. The
doctor or medic will suture, medicate and repair some
Condition Modifier of the damage caused by an accident or violent event.
Very dirty or unsanitary condition -2 This may include surgery to remove foreign objects, pin broken
Makeshift sick bay (a bedroom or office) -1 bones, remove dead tissue or toxins, and so on.
Treatment usually occurs within 24 hours; although some
Improvised equipment and supplies -1
types of treatment may take longer, these will not usually have
Adequate medical supplies (First Aid kit) +1
a doctor as an active participant. These include long-term
Ample medical supplies (hospital) +3 antibiotics, chemotherapy treatments, and the like.
Successful treatment can remove or heal up to one half the
damage caused by a wound. The time required to properly treat
Stabilizing
the patient is shown on the Treatment Table below, based on the
Stabilizing a patient is the immediate treatment of an injury to severity of the wound. At the end of the time period indicated, the
prevent worsening of the injury or condition. This could involve treating character makes a Physician or Surgery skill roll (GMs
setting a compression bandage, immobilizing an extremity (such discretion), using the target number indicated. Success indicates
as putting a splint on a limb with a broken bone), or tightening the patient has been completely stabilized and will not lose any
a tourniquet. more LIF due to the wound. In addition, for every 2 points of the
A successful Treat Injury or Physician roll will stabilize the effect number for the skill roll (rounding up), the patient regains
wound, preventing the loss of any additional LIF, for a period 10% of the lost LIF from the wound, up to a maximum of 50%.
of time. The difficulty of the skill roll is based on the severity Nicks character, Doctor Barrett, is working feverishly to
of the wound (see the Stabilization Table, below). At the end of save a patient thats just been brought to the emergency room.
this time a new skill roll is required. A failed roll means that the The patient has suffered 24 points of Special/Lethal damage from
character suffers additional damage, as per the severity of the an explosion. Because the wound is a critical wound, Dr. Barrett
injury (see Wounds and the Effects of Damage). must spend 2d6 hours working on the patient before Nick can
Jims character has suffered a serious gunshot wound and make a Physician roll. The GM rolls 2d6 and gets 5. After 5 hours
has already suffered 23 points of damage, reducing his LIF to of game time, Nick must make a Difficult Physician skill roll (TN
2. He will continue to lose LIF points at the rate of 1 point per 21). Nick rolls a total of 24! The patient has been stabilized and
minute unless he receives medical aid. Luckily Tonys character will lose no more LIF points due to his injury. In addition, the
has the Treat Injury skill. Tony makes his Treat Injury roll, so patient regains 20% of the LIF lost due to that wound.
Jims character will not lose any more LIF for that minute. Tony
then makes another Treat Injury roll for the second minute but
fails. Jims character loses another point of LIF, lowering his Treatment Table
score to 1. Tony rolls again for the third minute and succeeds!
Fortunately for Tony the paramedics have arrived, who have Wound Difficulty Time Required
better Treat Injury scores and can transport Jims character to Superficial No roll required No roll required
the hospital for treatment. Light Average (TN 12) 1d6 Minutes
Serious Challenging (TN 18) 1d6 hours
Critical Difficult (TN 21) 2d6 hours
Fatal Demanding (TN 24) 2d6 hours

Recovery
Recovery is the type of healing that the body does on its
own. Characters heal a number of LIF points each healing period

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Chapter Five: Actions and Combat
Combat! equal to their HLT. The rate at which a
character heals depends on the reality level
of the game or campaign.
Falling and Velocity Table

Recovery Rate Distance Velocity Random Flat Rate Time


Damage Type fallen(m) (m/sec) Damage Damage (Seconds) Notes/Examples
Campaign level Stunning Lethal 1-2 2m/s 1d6 3 1 6-foot ladder
Special 3-4 4m/s 2d6 6 1-story building
Realistic Hour Week 5-6 6m/s 3d6 9 2-story building
Month 7-8 8m/s 4d6 12
Cinematic Minute Day
9-10 10m/s 5d6 15 5-story building
Week
11-14 12m/s 6d6 18 2
New Conditions
15-18 14m/s 7d6 21 Mature Oak tree
Concussion 19-22 16m/s 8d6 24
This condition persists for 2-12 23-26 18m/s 9d6 27
days, after which it will heal naturally.
27-30 20m/s 10d6 30 10-story building
A character with a concussion will often
31-36 22m/s 11d6 33 3
appear perfectly fine, but will occasionally
suffer dizziness, see spots, and in rare 37-42 24m/s 12d6 36
cases may even believe he is somewhere else, or 43-48 26m/s 13d6 39
become extremely confused. A character with this 49-54 28m/s 14d6 42
condition can only use half his levels in any skill. 55-60 30m/s 15d6 45 20-story building
A character who succeeds at a WIL roll (TN 15) 61-68 32m/s 16d6 48 4
may make a skill check with his full number of skill 69-76 34m/s 17d6 51
levels, but the character must make this Attribute
77-84 36m/s 18d6 54
Roll again each time he makes a skill roll as long as
this condition persists. 85-92 38m/s 19d6 57
93-100 40m/s 20d6 60 Statue of Liberty
Broken Arm
101-110 42m/s 21d6 63 5
This condition persists for 1-6 weeks, minus
one week per point of the characters HLT score, 111-120 44m/s 22d6 66 Giant Redwood tree
minimum 1 week. If a character has a broken 121-130 46m/s 23d6 69
arm that is not set, the character may use that arm 131-140 48m/s 24d6 72
normally, but suffers a 2 to all actions performed 141-150 50m/s 25d6 75
with that arm, and must make a HLT (TN 15) or 151-162 52m/s 26d6 78 6
suffer 1d6 points of damage when using that arm. 163-174 54m/s 27d6 81
A character with a Treat Injury kit may make a
175-186 56m/s 28d6 84
Treat Injury Roll (TN 15) to set a broken arm. This
187-198 58m/s 29d6 87
reduces the penalty to 1, and the character suffers
no damage from using the limb. Once an arm is set, 199-210 60m/s * 30d6 90 Terminal velocity.*
only the 1 penalty applies until the condition is
healed. * Terminal velocity (maximum velocity when falling). Increase time by 1
second for each additional 60 meters (or fraction) fallen, but do not increase
Broken Leg damage. For objects other than falling objects (e.g., thrown objects, vehicles,
This condition persists for 1-6 months, minus etc.), add +1d6 for each additional 2m/s of velocity.
one month per point of the characters HLT score,
minimum 2 months. If a character has a broken leg that is not
set, the character may stand on that leg, but suffers a 4 penalty
to Defense, and must make a Health Roll (TN 15) or suffer 1d6
points of damage each round the character stands on that leg. A
character standing on one leg (the unbroken one) is still 4 to
defense, but does not suffer damage. A character standing on one
foot or on a broken leg that is hit in combat must make a Reflex
Roll (TN 15 if the character is placing weight on the broken leg,
or TN 18 if the character is standing on one leg) or be knocked
prone. A character with a Treat Injury kit may make a Treat Injury
check (TN 15) to set a broken leg. Once a leg is set, a character
suffers a 2 penalty to Defense as long as the conditionpersists.

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Chapter Five: Actions and Combat

Combat!
Table 54
Injuries
Roll Location Effect Treat Injury TN
1-2 Head Character is Blinded 21
3-4 Head Character is Deafened 21
Character has suffered a Concussion (see new
5-6 Head 18 (2-12 days)
Conditions)
7-8 Chest Character loses 1-6 points of Constitution 18 (1 per day)
9-10 Stomach Character acts as if Fatigued (rest will not remove this) 18 (1 day/die of damage)
11-12 Arm Character suffers a broken arm (see new Conditions) 15
13-14 Leg The character suffers 2 Defense 15 (1 day)
15-16 Knee The character loses 1-6 points of Dexterity 18 (1 per day)
17-18 Leg The character suffers a broken leg (see new Conditions) 18

treatment per week) of the Knowledge (Behavioral


Mental Breakdown Sciences) skill.
The characters experiences have caused the character to
develop a mental illness, usually Post-Traumatic Stress Disorder Mental Exhaustion
(see that condition for more information), though some other well- The character suffers a 2 penalty to Strength and Reflexes,
known examples of combat breakdowns, such as the Thousand moves at half speed, and cannot charge or run. What makes this
Yard Stare are presented as well. Although no information on condition different from normal exhaustion is that it is caused
other forms of mental illness is provided here (such concerns by mental and emotional stress, rather than physical exertion.
are outside the scope of this book), combat breakdowns have One hour of rest, free from stress or combat, will heal mental
resulted in every form of neurosis and psychosis that exists, exhaustion, leaving a character mentally fatigued. If a character
and any of these could affect a character. This condition may suffering from mental exhaustion performs another activity that
only be removed by long-term application (2-24 months, one causes mental fatigue, the character may suffer mental paralysis,

93
Chapter Six: Vehicle Movement and Combat
Combat! become panicked, or even suffer a mental breakdown
(see those conditions for more information). An Order
(see the Intimidate skill for more information) may
every 2 meters fallen. The maximum velocity of a falling object
in the Earths gravity is 60 meters per second. This is referred to
as terminal velocity.
temporarily allow a character to act as if mentally Falling damage is Blunt/Lethal damage. Characters may
fatigued. subtract their TGH from any damage sustained before subtracting
Mental Fatigue it from their LIF.
The character suffers a 1 penalty to Strength To determine the amount of damage suffered from a fall,
and Reflexes as normal for Fatigue. What makes this simply find the total distance fallen on the first column of the
condition different is that it is caused by stress, rather Falling and Velocity Table, and then read across that row to the
than physical exertion. One hour of rest, free from stress Random Damage column. Alternatively, GMs may use flat
or combat, will heal mental fatigue. If a character rate damage for falls to speed things up a bit.
suffering from mental fatigue performs another Marys character has fallen off the roof of a 6-story building.
activity that causes mental fatigue, the character may The GM determines that 6 stories is roughly equal to 24 meters.
suffer mental exhaustion (see that condition for more The GM consults the Falling and Velocity Table and looks at the
information). An Order (see the Intimidate skill for more Distance Fallen column until he finds 23-26. Then he reads
information) may remove this condition. across that row to the Random Damage column and sees that
Mental Paralysis a 24-meter fall will inflict 9d6 of damage on Marys character,
who will hit the ground after falling for two seconds (less than a
A character suffering from mental paralysis either
full turn). The GM picks up nine dice and suggests to Mary that
stands stock still, staring around him, or simply sits down on the
she review the rules for using Action Points to avoid damage.
ground, ignoring what is going on around him. If attacked, the
character may make a WIL Roll (TN 15) to become mentally A quick way to estimate damage from a fall is to determine
exhausted again. If the character fails this Roll, the character how many seconds long the character is falling and multiply
will suffer a Mental Breakdown (see that condition for more that number by 5, with a maximum of 30. This is the number
information). A character suffering from mental paralysis has an of dice of damage that the character will suffer when he hits the
effective Strength of 0 and Reflexes of 0, and is helpless. One day ground.
of rest, free from stress or combat will heal mental paralysis, Asphyxiation and Drowning
leaving the character mentally exhausted. What makes this Conscious characters can hold their breath for (10 x HLT)
condition different from normal Paralysis is that this condition turns before suffering any negative effects. This number is halved
is caused by extreme stress and mental duress. An Order (see the for characters performing even moderately strenuous activity,
Intimidate skill for more information) may temporarily allow a such as swimming, fighting or otherwise exerting strength. After
character to act as if mentally exhausted. this time has elapsed, however, the character suffers stunning
Post-Traumatic Stress damage each turn.
PTS is an illness that affects those who have been exposed to Mikes character has 5 HLT and 32 LIF and has fallen into a
extreme stress, especially those who have suffered extreme stress lake. Sadly, Mikes character cannot swim and sinks under water.
over a long period of time, such as war veterans, prisoners of He can hold his breath for 50 turns before suffering damage,
war, or concentration camp survivors. Characters with this illness unless hes panicking and exerting himself, in which case he can
may suffer nightmares (rendering the character fatigued), or even hold his breath for only 25 turns.
flashbacks. These conditions can cause a character to be Fatigued The amount of stunning damage sustained depends on the
on any given day (on a roll of 3 on 3d6). Should a character characters level of activity. A passive or calm character suffers
suffering this condition be placed under extreme stress again, the 1 point of stunning damage per turn. A character exerting
character must make a WIL Roll (TN 18) or immediately suffer himself suffers 2 points of stunning damage per turn. TGH is not
mental exhaustion. subtracted from this damage.
If a characters LIF is reduced to 0 due to stunning damage,
The Thousand Yard Stare
he is unconscious. If an unconscious character continues being
This mental illness has rendered the character so numb
deprived of breathable air, he suffers 1d6 Sp/L damage per turn.
that he is actually better suited to stressful situations, including
Characters who lose all their LIF to lethal damage due to the
combat. The character gains +2 to attack and damage rolls in
lack of breathable air have suffocated or drowned. Treat death
combat. However, out of combat, the character suffers a 3 to
from drowning as one single Serious wound, with successful
all skill checks except Awareness. This mental illness can only
stabilization (i.e., a successful Treat Injury or Physician skill
be removed through long-term therapy as described under the
roll) restoring the characters LIF to one-half its previous level
Mental Breakdown new condition.
(prior to the death).
The Environment The Elements
Falling Exposure to the elements can inflict damage on an unprotected
The amount of damage suffered from a fall depends on the character, and prolonged exposure can kill a character.
falling objects velocity when it hits the ground. Damage suffered To determine how much damage an element inflicts,
from a fall is 1d6 for every 2 meters of velocity. determine its severity, then consult the table below.
Falling objects gain 10 meters of velocity per second. This All damaging elements can use the same table, as it abstract
is broken down on the chart as an increase of 2 meters/second for in nature. The effects of harsh elements is the same, in game

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Chapter Six: Vehicle Movement and Combat

Combat!
Table 55

Vehicle Speeds and Modifiers


Character Scale Chase Scale
Defense Check/Roll
Speed Category Turn Turn
Movement1 Movement1 Modifier Modifier
Number2 Number2
Stationary3 0 0 +0
Alley speed 120 1 12 1 +0 +0
Street speed 2150 2 35 1 +1 1
Highway speed 51150 4 615 2 +2 2
All-out 151+ 8 16+ 2 +4 4
1 The number of squares a vehicle can move at this speed.
2 The number of squares a vehicle must move at this speed before making a turn.
3 A stationary vehicle cannot move or maneuver.

terms; only the special effect differs.


Element Damage Table
Severity Damage Examples
Mild 1d6 per day Stranded in desert
Moderate 1d6 per hour Sandstorm, blizzard
Strong 1d6 per minute Extreme cold
Severe 1d6 per turn Fire, mild radiation
Extreme 1d6 per second Strong radiation

Element Damage Type


Wind Blunt/Stunning
Fire Blunt/Lethal
Electricity Penetrating/Lethal
Radiation Special/Lethal

95
Chapter Six: Vehicle Movement and Combat
Combat! Chapter Six: Vehicle
Movement and Combat
In chase scale, most commonly encountered vehicles occupy
only one square. (Some especially large vehicles, such as ships or
jumbo jets, might occupy more than one square.) More than one
vehicle can occupy the same square. Vehicles in the same square
are considered to be 20 feet apart for the purposes of determining
For simply traveling from point to point, the range for attacks.
vehicle used is largely a matter of personal style and
finances. Skill rolls are only required in extraordinary Vehicle Sizes
circumstances. These rules are primarily focused Vehicles use the same size categories as characters and
on ground vehiclescars, trucks, and light military creatures, as shown on Table: Vehicle Sizes. The vehicles size
vehicles. The rules can be modified for boats, heavier modifier applies to its initiative modifier, maneuver modifier, and
armored vehicles, and aircraft. Defense. (The size modifier is already included in the vehicle
statistics on Table: Vehicles)
Characters in Vehicles
A character in a vehicle fills one of several possible
roles, which determines what the character can do. Table 54
Driver: The driver of the vehicle controls its
movement. Most vehicles have only one position from Vehicle Sizes
where the vehicle can be driven, so the person seated Vehicle Size Size Modifier Examples
there is the driver. Driving a vehicle is, at a minimum,
Colossal 8 Yacht, semi with trailer
a move action, which means that the driver may be able to do
Gargantuan 4 Tank, limousine
something else with his or her combat action. There can be only
one driver in a vehicle at one time. Huge 2 Luxury car, SUV, armored car
Copilot: A copilot can help the driver by taking an aid Large 1 Economy car, Harley
another action. The copilot must be seated in a location where Medium-size +0 Racing bike, dirt bike
he or she can see the road and advise the driver (in a car, this
generally means the front passenger seat). Aiding the driver is
a move action, leaving the copilot with an combat action each Facing and Firing Arcs
round to do something else. A vehicle can have only one copilot Unlike with characters, when dealing with vehicles, the
at a time. A copilot can also drive the vehicle if the driver cannot vehicles facing (the direction its pointing) is important. Facing
or chooses not to, provided there is a second set of controls at the indicates the direction in which the vehicle is traveling (assuming
copilots seat (usually true in aircraft, but not ground vehicles). its not moving in reverse). It can also determine which weapons
Gunner: Some vehicles have built-in weapons. If such aboard the vehicle can be brought to bear on a target.
a weapon is controlled from a location other than the drivers A weapon built into a vehicle can by mounted to fire in one
position, a character can man that position and become the of four directionsforward, aft (rear), right, or leftor be built
gunner. A vehicle can have as many gunners as it has gunner into a partial or full turret. A partial turret lets a weapon fire into
positions. three adjacent fire arcs (such as forward, left, and right), while a
Passenger: All other personnel aboard the vehicle are full turret lets it fire in any direction. For vehicles with weapons,
considered passengers. Passengers have no specific role in the a weapons arc of fire is given in the vehicles description.
vehicles operation, but may be able to fire weapons from the Getting Started
vehicle or take other actions. Most vehicles can be entered with a move action and started
Scale with a second move action. An exception is noted in a vehicles
These rules use two scales. If the encounter involves both description when it applies.
vehicles and characters on foot, use character scale. If the scene Initiative: There are two options for determining initiative
involves only vehicles, and theyre likely to move at much higher in vehicle combat. First, is individual initiative just as in normal
speeds than characters or creatures on foot, use chase scale. combat, where each character rolls separately. This is probably
Character Scale: Character scale is identical to the standard the best method if most or all characters are aboard the same
movement scale: Its carried out on a grid in which each square vehicle, but it can result in a lot of delayed or readied actions as
equals 5 feet. In character scale, most vehicles are large enough passengers wait for drivers to perform maneuvers. An alternative
to occupy multiple squares on the map grid. How many squares a is to roll initiative for each vehicle, using the vehicles initiative
vehicle occupies is specified in the vehicles description. modifier. This is particularly appropriate when characters are
in separate vehicles, since it allows everyone aboard the same
When moving a vehicle, count the squares from the vehicles
vehicle to act more or less simultaneously.
rear. When turning, pivot the vehicle on the rear square toward
which it is turning. When firing weapons, count squares from the Vehicle Speed
location of the weapon. Vehicle speed is expressed in five categories: stationary,
In character scale, more than one ground vehicle cannot alley speed, street speed, highway speed, and all-out. Each of
occupy the same square. these speed categories represents a range of possible movement
Chase Scale: In chase scale, each square of the grid (see Table: Vehicle Speeds and Modifiers). Each round, a vehicle
represents 50 feet. moves according to its current speed category.

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Chapter Six: Vehicle Movement and Combat

Combat!
that makes a lot of simple maneuvers will not get as far
Declaring Speed as one going in a straight line. Simple maneuvers do not
At the beginning of his or her action, a driver must declare require the driver to make skill rolls.
his or her speed category for the round. The driver can choose to Stunts: Stunts are difficult and sometimes daring
go one category faster or slower than the vehicles speed category maneuvers that enable a driver to change his or her
at the end of the previous round. A stationary vehicle can change vehicles speed or heading more radically than a simple
to alley speed in either forward or reverse. Most vehicles cannot maneuver allows. A stunt is a move action. It can be
go faster than alley speed in reverse. taken as part of a move action to control the vehicle, and
Stationary: The vehicle is motionless. a second stunt can be attempted in lieu of the drivers
Alley Speed: This speed is used for safely maneuvering a combat action. Stunts always require Drive rolls.
vehicle in tight spaces, such as alleys and parking garages. It tops Simple Maneuvers
out at about the speed a typical person can run. During a vehicles movement, the driver can
Street Speed: The vehicle is traveling at a moderate speed, perform any one of the following maneuvers.
up to about 35 miles per hour. 45-Degree Turn: Any vehicle can make a simple
Highway Speed: The vehicle is moving at a typical highway 45-degree turn as part of its movement. The vehicle
speed, from about 35 to 80 miles per hour. must move forward at least a number of squares equal
All-Out: The vehicle is traveling extremely fast, more than to its turn number (shown on Table: Vehicle Speeds and
80 miles per hour. Modifiers) before it can turn. Making a 45-degree turn
Moving costs 1 square of movement.
On his or her action, the driver moves the vehicle a number Ram: At character scale, a driver does not have to perform a
of squares that falls within the vehicles speed category. maneuver to ram another vehiclehe or she only needs to drive
Unlike characters, a vehicle cannot double move, run, or his or her vehicle into the other vehicles square, and a collision
otherwise extend its movement (except by changing to a higher occurs (see Collisions and Ramming).
speed category). At chase scale, however, more than one vehicle can occupy
Every vehicle has a top speed, included in its statistics on the same square and not collideso ramming another vehicle
Table: Vehicles. A vehicle cannot move more squares than its requires a simple maneuver. The driver moves his or her vehicle
top speed. This means that some vehicles cannot move at all-out into the other vehicles square and states that he or she is
speed, or even highway speed. attempting to ram. Resolve the ram as a collision, except that
Count squares for vehicles just as for characters. Vehicles can the driver of the target vehicle can make a Reflex roll (TN 15) to
move diagonally; remember that when moving diagonally, every reduce the damage to both vehicles by half.
second square costs two squares worth of movement. Unlike Sideslip: A driver might wish to move to the side without
with moving characters, a vehicles facing is important; unless it changing the vehicles facing, for instance to change lanes. This
changes direction, a vehicle always moves in the direction of its simple maneuver, called a sideslip, allows a vehicle to avoid
facing (or in the opposite direction, if its moving in reverse). obstacles or weave in and out of traffic without changing facing.
A sideslip moves a vehicle 1 square forward and 1 square to the
The Effects of Speed
right or left, and costs 3 squares of movement.
A fast-moving vehicle is harder to hit than a stationary
onebut its also harder to control, and to attack from. Stunts
As shown on Table: Vehicle Speeds and Modifiers, when Stunts are maneuvers that require a Drive roll to perform
a vehicle travels at street speed or faster, it gains a bonus to successfully. Unsuccessful stunts often result in the vehicle
Defense. However, that speed brings along with it a penalty ending up someplace other than where the driver intended.
on all skill rolls and attack rolls made by characters aboard the When this happens, the vehicle collides with any objects in its
vehicleincluding Drive rolls to control the vehicle and attacks path. Remember that the check/roll modifier from Table: Vehicle
made from it. Speeds and Modifiers affects all Drive rolls made by the driver
and attack rolls made by all occupants of the vehicle.
Driving a Vehicle Avoid Hazard: Vehicle combat rarely occurs on a perfectly
Driving a vehicle is a move action, taken by the vehicles flat, featureless plain. When a vehicle tries to move through a
driver. During his or her move action, the driver moves the square occupied by a hazard, the driver must succeed on a Drive
vehicle a number of squares that falls within its speed category. roll to avoid the hazard and continue moving.
The driver can attempt maneuvers to change the vehicles course Structures simply cannot be avoided. Also, if a driver cannot
or speed. These maneuvers can be attempted at any point along make a roll (if he or she has used all his or her actions for the
the vehicles route. The driver can choose to use his or her combat round in performing other stunts), he or she automatically fails to
action to attempt additional maneuvers. avoid the hazard. In such cases, a collision occurs.
The two kinds of vehicle movement are simple maneuvers The TN to avoid a hazard varies with the nature of the
and stunts. hazard.
Simple Maneuvers: A simple maneuver, such as a 45-degree On a failed roll, the vehicle hits the obstacle. For caltrops,
turn, is easy to perform. Each is a free action and can be taken as this means the caltrops make an attack against the vehicle (see
many times as the driver likes while he or she moves the vehicle. Caltrops). An oil slick forces the drive to make a Drive roll (TN
However, simple maneuvers do cost movementso a vehicle 15) to retain control of the vehicle (see Losing Control). Failing

97
Chapter Six: Vehicle Movement and Combat
Combat! to avoid an object results in a collision with the object
(see Collisions and Ramming).
at one hard break per round.
On a failed roll, the vehicle does not change speed
categories. Make a Drive roll (TN 15) to retain control (see
Table 56 Losing Control).
Hazard TN Hard Turn: A hard turn allows a vehicle to make a turn in a
Caltrops 15 short distance without losing speed.
Oil slick 15 A hard turn functions like a 45-degree turn simple maneuver,
Object
except that the vehicle only needs to move forward a number of
squares equal to half its turn number (rounded down).
Small (tire, light debris) 5
The TN for a hard turn is 15.
Medium-size (crate) 12
On a failed roll, the vehicle continues to move forward a
Large (pile of wreckage) 15 number of squares equal to its turn number before turning, just as
Structure Cannot be avoided with a simple 45-degree turn. Make a Drive roll (TN 15) to retain
control (see Losing Control).
Bootleg Turn: By making a bootleg turn, a driver Jump: A driver can attempt to jump his or her vehicle across
can radically change direction without turning in a loop. a gap in his or her path.
However, in so doing, the vehicle comes to a stop. To make a jump, the vehicle must move in a straight line a
Before a vehicle can make a bootleg turn, it must number of squares equal to its turn number. If the vehicle doesnt
move in a straight line at least a number of squares equal have enough movement left to clear the gap, it must complete the
to its turn number. To make a bootleg turn, simply change the jump at the start of its next turn.
vehicles facing to the desired direction. The vehicle ends its The TN for a jump depends on the width of the gap, modified
movement in that location, at stationary speed. by the vehicles speed category.
The TN for a bootleg turn depends on the change in facing. On a failed roll, the vehicle fails to clear the gap, and instead
On a failed roll, instead of facing the desired direction, the falls into it (or collides with the far side). Determine damage as
vehicle only changes facing by 45 degrees. Make a Drive roll to for a collision (see Collisions and Ramming).
retain control against a TN equal to the TN for the bootleg turn
attempted (see Losing Control). Table 57

Table 57
Gap Width TN
Facing Change TN 13 ft. (ditch) 15
45 degrees 5 48 ft. (culvert) 18
90 degrees 12 815 ft. (creek, small ravine) 21
135 degrees 15 1625 ft. (narrow road, small pond) 27
180 degrees 18 2640 ft. (wide road, small river) 33

Dash: With a dash stunt, a driver can increase the vehicles


speed by one category. (This increase is in addition to any speed
change made at the beginning of the drivers action; if the driver Table 58
increased speed at that time, he or she can accelerate a total of
two categories in the same round.) The vehicles total movement Vehicle Speed Category TN Modifier
for the round cannot exceed the maximum number of squares for
Alley speed +12
its new speed category. (The squares it has already moved before
attempting the dash count against this total.) Street speed +5
The TN for a dash is 15. The driver can only succeed at one Highway speed +0
dash per round.
All-out 5
On a failed roll, the vehicle does not change speed
categories.
Hard Brake: With a hard brake stunt, a driver can reduce A shallow gap (1 to 3 feet deep) is equivalent to a Medium-
the vehicles speed by up to two categories. (This is in addition size object; the vehicle may be able to avoid taking collision
to any speed change made at the beginning of his action; if the damage from the failed jump by treating the far side as a hazard
driver reduced speed at that time, he or she can drop a total of and then continue moving (see Avoid Hazard, above).
three categories in the same round.) The vehicles movement for A moderately deep gap (4 to 10 feet deep) is equivalent to
the round ends as soon as it has moved the minimum number a Huge object. The vehicle can only drive out of the gap if the
of squares for its new speed category. (If it has already moved walls are not too steep.
that far before attempting the hard brake, it ends its movement A deeper gap (11 feet or deeper) is equivalent to a Colossal
immediately.) object. The vehicle can only drive out of the gap if the walls are
The TN for a hard brake is 15. The driver can only succeed not too steep.

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Combat!
If the gap is filled with water, the vehicle takes only half Resolving Collisions
damage from the collision with the ground. However, if the water The base damage dealt by a vehicle collision
is too deep or the bottom is too soft (GMs discretion), the vehicle depends on the speed and size of the objects involved.
might not be able to move. Use the highest speed and the smallest size of the two
Sideswipe: During a vehicles movement, a driver can colliding objects and refer to Table: Collision Damage.
attempt to sideswipe a vehicle or other target, either to deal
damage without fully ramming it or to cause another driver to
Table 59
lose control of his or her vehicle.
At character scale, a vehicle must be side by side with its Collision Damage
target (that is, occupying the square or squares directly to its Highest Speed Multiply Number of Dice by
side) and moving in the same direction. Attempting a sideswipe
Alley speed 1 Point
costs 1 square of movement.
Street speed 2 points
At chase scale, the vehicle must be in the same square as its
target and moving in the same direction. There is no movement Highway speed 1d6
cost. All-out 2d6
If the stunt is successful, the sideswiping vehicle and the
target both take damage as if they had collided (see Collisions
and Ramming), except that the collision multiplier is 1/4, and the Table 60
target (or driver of the target vehicle) can make a Reflex roll (TN
Smallest Object or Creature Size Number of Dice
15) to reduce the damage to both by half. If the target is another
vehicle the driver must succeed at a Drive roll (TN 15) at the Colossal 20
beginning of his or her next action or lose control of the vehicle. Gargantuan 16
The TN for a sideswipe is 15. Its modified by the relative Huge 12
size and speed of the target. Large 8
Medium-size 4
Table 59
Small 2
Target Condition TN Modifier Tiny 1
Each size category larger 5 Smaller than Tiny 0
Each size category smaller +5
Each speed category of difference 2 After finding the base damage, determine the collisions
damage multiplier based on how the colliding vehicle struck
On a failed roll, both vehicles take damage as though the the other vehicle or object. (For vehicles moving in reverse,
sideswipe attempt was a success. However, the other driver does consider the back end to be the vehicles front for determining
not need to make a roll to retain control. the collision multiplier.) Consult Table: Collision Direction for
Driver Options a multiplier.
Here is what a vehicle driver can do in a single round: Once the damage has been determined, apply it to both
Choose the Vehicles Speed: The driver may increase or vehicles (or objects or creatures) involved in the collision.
decrease his or her vehicles speed category by one (or keep it Both vehicles reduce their speed by two speed categories. If the
the same). colliding vehicle moved the minimum number of squares for its
Optional Combat Action: If the driver wants, he or she can new speed category before the collision, it ends its movement
use his or her combat action before moving the vehicle. If the immediately. If not, it pushes the other vehicle or object aside, if
driver does so, however, he or she will be limited to a single stunt possible, and continues until it has moved the minimum number
during movement. of squares for its new speed category.
Movement: Move the vehicle any number of squares within
the vehicles speed category. Along the way, perform any number Table 61
of simple maneuvers (limited only by their movement cost). The Collision Direction
driver may also attempt a single stunt as part of the movement
(or two, if the driver didnt take his or her combat action before Colliding Vehicles Target Multiplier
moving). A stationary object x1
Optional Combat Action: If the driver did not take a combat
action before moving, and performed one or fewer stunts, the A moving vehicle, striking head-on or 45
x2
driver has a combat action left. degrees from head-on

Collisions and Ramming A moving vehicle, striking perpendicular x1


A collision occurs when a vehicle strikes another vehicle or A moving vehicle, striking from the rear or 45
x 1/2
a solid object. Generally, when a vehicle collides with a creature degrees from the rear
or other moving vehicle, the target can attempt a Reflex roll (TN A vehicle being sideswiped (see Sideswipe) x 1/4
15) to reduce the damage by half.

99
Chapter Six: Vehicle Movement and Combat
Combat! The driver of the vehicle that caused the collision
must immediately make a Drive roll (TN 15) or lose
control of the vehicle (see Losing Control, below). The Table 64
driver of the other vehicle must succeed on a Drive roll
(TN 15) at the beginning of his or her next action or lose Table: Crewed Vehicles
control of his or her vehicle. Name Crew Initiative Maneuver
Damage to Vehicle Occupants Civilian Aircraft
When a vehicle takes damage from a collision, its Bell Jet Ranger 2 (Skilled +4) +0 +0
occupants may take damage as well. The base amount Bell Model 212 2 (Skilled +4) +0 +0
of damage depends on the cover offered by the vehicle. Cessna 172 Skyhawk 1 (Normal +2) 2 2
Learjet Model 45 2 (Skilled +4) +0 +0
Table 62
Civilian Cars
Acura 3.2 TL 1 (Normal +2) +0 +1
Cover Damage
Aston-Martin Vanquish 1 (Normal +2) +0 +2
Same as damage taken by
None BMW M3 1 (Normal +2) +0 +3
vehicle
One-half damage taken by Chevrolet Cavalier 1 (Normal +2) +1 +1
One-quarter
vehicle Chevrolet Corvette 1 (Normal +2) +0 +2
One-quarter damage taken by
One-half Dodge Neon 1 (Normal +2) +1 +1
vehicle
Three-quarters or Ford Crown Victoria 1 (Normal +2) +0 +1
None
more Jaguar XJS 1 (Normal +2) +0 +1
Lamborghini Diablo 1 (Normal +2) +0 +3
Each of the occupants may make a Reflex roll (TN 15) to Mercedes E55 AMG 1 (Normal +2) +0 +2
take half damage. Volkswagen Jetta 1 (Normal +2) +0 +2
Losing Control
A collision or a failed stunt can cause a driver to lose control Civilian Motorcycles
of his vehicle. In these cases, the driver must make a Drive roll Ducati 998R 1 (Normal +2) +2 +5
to retain control of the vehicle. If this roll is successful, the driver Harley Davidson FLSTF 1 (Normal +2) +1 +3
maintains control of the vehicle. If it fails, the vehicle goes into Yamaha YZ250F 1 (Normal +2) +2 +4
a spin. If it fails by 10 or more, the vehicle rolls. Remember that
the check/roll modifier from Table: Vehicle Speeds and Modifiers Civilian Trucks
applies to all Drive rolls. AM General Hummer 1 (Normal +2) +0 +0
An out-of-control vehicle may strike an object or other Chevrolet Suburban 1 (Normal +2) +0 +0
vehicle. When that happens, a collision occurs (see Collisions Dodge Caravan 1 (Normal +2) +0 +0
and Ramming, above). Ford Escape XLT 1 (Normal +2) +0 +0
Spin: The vehicle skids, spinning wildly. Ford F-150 XL 1 (Normal +2) +0 +0
At character scale, the vehicle moves in its current direction Toyota Tacoma Xtracab 1 (Normal +2) +0 +0
a number of squares equal to the turn number for its speed, then
ends its movement. Once it stops, roll 1d8 to determine its new Civilian Water Vehicles
facing: 1, no change; 2, right 45 degrees; 3, right 90 degrees; 4, Bayliner 1802 Capri 1 (Normal +2) +0 +0
right 135 degrees; 5, 180 degrees; 6, left 135 degrees; 7, left 90 Fairline Targa 30 1 (Normal +2) 2 2
degrees; 8, left 45 degrees. Reorient the vehicle accordingly. Sea-Doo XP 1 (Normal +2) +1 +3
At chase scale, the vehicle moves 1 square and ends its
movement. Roll to determine its new facing as indicated above. Other Vehicles
Roll: The vehicle tumbles, taking damage. Armored truck 2 (Skilled +4) +2 +2
At character scale, the vehicle rolls in a straight line in Honda TRX400FW 1 (Normal +2) +1 +3
its current direction for a number of squares equal to the turn Limousine 1 (Skilled +4) +0 +0
number for its speed, then ends its movement. At the end of the Moving truck 1 (Normal +2) 2 2
vehicles roll, reorient the vehicle perpendicular to its original NABI Model 40LFW 1 (Skilled +4) +0 +0
direction of travel (determine left or right randomly).
At chase scale, the vehicle rolls one square before stopping Military Vehicles
and reorienting. BMP-2 3 (Skilled +4) +2 +2
M1A2 Abrams 4 (Skilled +4) +0 +0
M2A2 Bradley 3 (Skilled +4) +0 +0
M113A1 Gavin 2 (Skilled +4) +2 +2
UH-60 Black Hawk 2 (Skilled +4) +0 +0

100
Chapter Six: Vehicle Movement and Combat

Combat!
At either scale, a vehicle takes damage equal to 2d6 x the Combat Actions: Anyone aboard a vehicle can
character scale turn number for its speed (use the turn number make an attack with a personal weapon, and drivers and
from character scale even at chase scale). The vehicles occupants gunners can make attacks with any vehicle-mounted
take damage equal to 2d4 x the character scale turn number for weapons controlled from their positions.
its speed (Reflex roll, TN 15, if successful the character only Full-Round Actions: Since the driver must use
takes half damage). a move action to control the vehicle, he or she cant
Hide and Seek take a full-round action unless he or she starts it in one
When being pursued, a driver can attempt a Stealth roll to round and completes it on his or her next turn (see Start/
lose the pursuer in heavy traffic, or a Bluff roll to misdirect the Complete Full-Round Action).
pursuer before turning onto an off-ramp or a side street. Crew Quality
To make a Stealth roll, use the normal rules for stealth Rather than force the GM to create, or remember,
(contested skill roll vs other characters Awareness skill). The statistics for everyone aboard a vehicle, vehicle statistics
normal size modifiers apply, but because the driver is hiding include a general crew quality descriptor. This
among other vehicles, most of which are size Large or Huge, he indicates a typical crews aptitude with the vehicles
or she gains a +8 bonus on the roll. This use of the Hide skill can systems.
only be attempted in fairly heavy traffic; in lighter traffic, the GM Table: Vehicle Crew Quality shows the five levels
might not allow it or might apply a penalty to the roll. of crew quality for GM-controlled vehicle crews, along
A driver can use Bluff to make a pursuer think he or she with the appropriate roll modifier. Use the roll modifier
is going a different direction from what the driver intends. Just for all skill rolls related to the operation of the vehicle
before making a turn onto an off-ramp or side street, make a Bluff (including Drive and Repair rolls). Use the attack bonus for all
roll opposed by the pursuers Sense Motive roll. If the driver attack rolls performed by the crew. For quick reference, Table:
is successful, the pursuer takes a 5 penalty on any Drive roll Crewed Vehicles shows the typical crew quality, and the crews
needed to make the turn to follow the driver. If the other driver total initiative and maneuver modifiers, for the vehicles covered
can make the turn using only simple maneuvers and does not in this book.
have to make a Drive roll, the Bluff attempt has no effect. This by no means restricts the GM from creating unique
Fighting from Vehicles vehicles where the crews statistics are included, or from using
The following rules provide a further framework for combat GM characters abilities when they drive or attack from vehicles.
involving vehicles. Its merely a shortcut to save time if the GM doesnt have
particular characters behind the wheel.
Vehicle Combat Actions
Actions during vehicle combat are handled the same way as
actions during personal combat. In general, a character can take Table 63
two move actions, one move action and one combat action, or
one full-round action in a round. Free actions can be performed Vehicle Crew Quality
normally, in conjunction with another action. Crew Quality Roll Modifier Attack Bonus
Free Actions: Communicating orders is a free action. Untrained 4 2
Characters can perform as many free actions as the GM permits
Normal +2 +0
in a single round.
Skilled +4 +2
Move Actions: Changing position within a vehicle is usually
a move action, especially if the character has to trade places Expert +8 +4
with another character. If the characters movement is short and Ace +12 +8/+3
unobstructed, the character can do it as the equivalent of a 5-foot
step. Otherwise, it requires a move action.

101
Chapter Six: Vehicle Movement and Combat
Combat! Attack Options
Firing a vehicles weapon requires an combat
action and uses the drivers or gunners ranged attack
and everything within 30 feet of the explosion (Reflex roll, TN
15, to only take half damage).
Repairing Damage
modifier. Repairing damage to a vehicle takes a full hour of work, a
A driver with 5 or more ranks in the Drive skill mechanical tool kit, and a garage or some other suitable facility.
gains a +2 synergy bonus when firing vehicle-mounted (Without the tool kit, a character takes a 4 penalty on his or her
weapons while driving. Repair roll.) At the end of the hour, make a Repair roll (TN 18).
Some military vehicles are equipped with fire- Success restores 2d6 hit points. If damage remains, the character
control computers. These systems grant equipment may continue to make repairs for as many hours as it takes to
bonuses on attack rolls with the vehicle-mounted restore all of the vehicles hit points.
weapons to which they apply. Aerial Combat
Driving Defensively: Just as in melee combat, one Aircraft are excellent weapons platforms to attack targets on
can fight defensively while driving a vehicle, which the ground, and other targets in the air. One of the best methods
grants a +2 dodge bonus to the vehicles Defense and of stopping enemy aircraft from attacking your character on
applies a 4 penalty on attack rolls made by occupants the ground, or providing air support, is to use aircraft of your
of the vehicle. characters own military to shoot them down. This is called
Total Defense: A driver can choose the total defense, Dogfighting.
action which grants a +4 dodge bonus to Defense but Dogfighting
does not allow the driver to attack (gunners or passengers Aerial combat is the true test of any fighter pilots abilities,
take a 8 penalty on attack rolls). These modifiers last until the and requires him to be in peak mental and physical condition.
drivers next round of actions. This is why jet pilots, especially those who qualify for elite top
Full Combat Action: Gunners or passengers can take full gun style programs must be the best of an already elite group.
combat actions, since they dont have to use a move action
Aerial Stunts
(except, perhaps, to change positions in the vehicle). In general,
Aerial stunts are maneuvers that require a Pilot skill roll
taking a full combat action is useful only if a character has a base
to perform successfully. Unsuccessful stunts often result in
attack bonus high enough to get multiple attacks. A passenger
the aircraft ending up someplace other than where the pilot
can make multiple attacks with his or her own weapon. A gunner
intended.
can make multiple attacks with one or more weapons controlled
from his or her position. Trailing (TN skill vs. skill): Getting behind an enemy
fighter is the coup de grace of most aerial combats. This stunt
Targeting Occupants requires a pilot vs. pilot skill check. A trailing aircraft negates
An attack made against a vehicle uses the vehicles Defense, an opponents Defense bonus from speed, and gains a +4 to all
modified by its speed category. Attackers can choose instead to attack rolls against that aircraft.
target specific vehicle occupants. Clear Your 6 (TN skill vs. skill): The opposite of Trailing,
An attack against a vehicle occupant is made like any other this is used both to resist being trailed, and for shaking an aircraft
attack. Remember, however, that a character in a vehicle gains loose. Aircraft with a Wingman or an Escort get a bonus to this
bonuses to Defense from both the vehicles speed and any cover check.
it provides. Evasive Maneuvers (TN 18): An aircraft can make extreme
When a character fires from a vehicle, objects or other turns and loops to avoid enemy fire. This stunt gives an aircraft a
vehicles in the way can provide cover for the target. bonus to its defense equal to 12 the crafts current speed modifier,
Damaging Vehicles or 1/3 the pilots Piloting skill, whichever is higher.
All vehicles have hit points, which are roughly equivalent Brinkmanship (TN 18): This stunt involves putting your
to a characters hit points. Like most inanimate objects, vehicles characters own craft in danger, forcing your characters opponent
also have hardness. Whenever a vehicle takes damage, subtract to follow your character if he wishes to continue attacking. The
the vehicles hardness from the damage dealt. pilot initiating this stunt performs a dangerous activity (such as
When a vehicle is reduced to 0 hit points, it is disabled. flying under a bridge or into a train tunnel), and makes a pilot
Although it might be repairable, it ceases functioning. A vehicle check. If the initiating pilot fails the check for this stunt (TN
that is disabled while moving drops one speed category each 18), his aircraft takes 1d6 damage for each point by which he
round until it comes to a stop. The driver cannot attempt any fails this check. If he succeeds, his check becomes the TN for an
maneuvers except a 45-degree turn. aircraft to follow him (so if the character rolls a 23, an aircraft
A vehicle is destroyed when it loses hit points equal to twice trying to stay with him would also have to roll a 23 or better).
its full normal total. A destroyed vehicle cannot be repaired. If an aircraft chooses not to follow the character, attacks
Energy Attacks: Vehicles are treated as objects when against the characters aircraft receive a 50% miss chance (as if
subjected to energy attacks (such as flamethrowers). totally concealed) for the next 1-4 rounds.
Exploding Vehicles: If the attack that disables a vehicle Nap of Earth Flying (TN 18): A very dangerous way to
deals damage equal to half its full normal hit points or more, fly. By flying at extremely low altitudes, the character can avoid
the vehicle explodes after 1d6 rounds. This explosion deals 10d6 being detected by radar. If any unexpected obstacle appears in
points of fire damage to everyone within the vehicle (Reflex roll, the characters path, this roll must be made again to avoid an
TN 18, to only take half damage), and half that much to everyone unintentional sudden landing (otherwise known as a crash).

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Combat!
Wingover (TN 15): This maneuver allows an aircraft to foxholes, walls etc. provide no protection. Indirect Fire
make an extra 90-degree turn. attacks also suffer no range penalties, allowing these
Loop the Loop (TN 18): This maneuver allows the character weapons to be used at extremely great distance with
to turn the tables on a trailing opponent. A successful roll allows little loss in accuracy.
the character to immediately roll a skill vs. skill roll to begin Range Finding
trailing his pursuer. If this check fails, the other craft gets a bonus Indirect Fire attacks start at 10 to hit. Every round
attack against the character immediately. that is fired decreases this penalty by one, until after 10
Bombing Run (TN 15): By flying steady and still while attacks, the operator is able to attack at his full attack
releasing bombs, an aircraft can greatly increase the accuracy skill. Many factors can help the operator negate this
of those attacks, gaining a +1 to hit for each round it performs a penalty more quickly:
Bombing Run (so if the aircraft performed this stunt for 6 rounds Equipment: Modern artillery pieces, even those
before releasing bombs, it would gain a +6 to hit). However, this as small as the mortar have very sophisticated sites and
also makes the craft very vulnerable to incoming fire. The craft range finders, granting a bonus to hit (which of course
loses all defense bonuses gained from speed, and cannot perform negates some of the initial penalty). Reconnaissance:
any stunts while executing this maneuver. Scouting can greatly increase artillery accuracy. Either
Attacking aircraft from the ground by land (forward observation), air, or satellite (requiring
The rules presented below assume an aircraft is fighting other a recent satellite pass), on a successful Awareness roll
aircraft for determination of Defense. A character on the ground (TN 18) the character receives a +2 to hit.
attacking an aircraft should take range modifiers into account. Computer Targeting: Very sophisticated artillery
The GM should also use his best judgment to determine the pieces (such as the Paladin self-propelled howitzer) grant an
feasibility of an attack from the ground succeeding (obviously, even greater reduction in Indirect Fire to hit penalties.
using a Surface-to-Air missile would have a much better chance Artillery Crews
of success than a black powder revolver in hitting a fighter jet). Equally vital to success of an artillery attack is the crew
Most aircraft use weapons with no range modifiers when loading the weapon. The base-firing rate of artillery pieces is
attacking targets on the ground, and use weapons whose range several rounds, but each character on the artillery crew with the
is measured in miles, not feet (see the New Vehicle Weapons Teamwork Advantage reduces this loading time by one round to
section for more information on these weapons). If an aircraft a minimum of one round per attack.
should be within range of a handheld weapon, because it is flying
Counter Artillery
extremely low, the GM should give the aircraft a +6 bonus to
If an area struck by indirect weapons fire has indirect
defense (add 6 to the TN of trying to hit the aircraft) unless the
weapons of its own, an Awareness roll (TN 15) will allow those
weapon was specifically designed to attack aircraft (a Stinger
forces to return fire at +2 to hit. This allows the initial attacker
missile for example).
to make his own Awareness skill roll to gain a +2 to hit, which
Bombing in turn allows further Awareness rolls for bonuses to hit from
Bombs work much like conventional attacks, except that the other side. This process is known as the artillery duel, and
they have no maximum range, and are unaffected by a characters is generally considered a very bad idea for the artillery crews
skill. Regardless of the attack skill of the character dropping the involved. Immunity from counter artillery (through firing from
bomb, the base skill level of a bomb is +0, and is modified by a different position each time) is one of the key advantages of
things like Bombing Run (see aerial combat below), and smart mortar and self-propelled artillery (such as the Paladin) over
bomb technology. The bomb keeps falling until it hits the ground. stationary Howitzers.
If an attack roll with a bomb is a natural 3 (you roll 3 on the 3d6),
Minimum Range
that bomb is a dud, and does not explode. It will need to be found
Indirect fire weapons can only be used against targets one
and defused after the battle.
range increment away or further.
Bombs ignore all cover less than 90%, and all concealment.
Concealment might affect the ability to find the target and Missile Attacks
recognize it as valuable enough to bomb, but once the bomb flies, These are a special form of attack. Missile attacks require
there is no miss chance from concealment. a character to activate them (using an action), but each type
A bomb does full damage to whatever it hits, and then of missile has its own to hit skill. See the individual missile
damage to everything around it. When a bomb strikes, it makes listings in the vehicle weapons for more information on each
separate ranged attack rolls on all targets within one range missiles to hit skill (for ease of using something many gamers
increment at full damage as if it had an attack skill of +10. These are accustomed to, we will call it the missiles Base Attack
attacks continue out to additional range increments, with the Bonus, from another popular OGL game system).
bomb losing 2 skill to hit and 2 dice of damage, and continue Submarine Warfare
until the bombs damage, modified for range, would be 0. Craft under the water have tremendous advantages, using
Indirect Fire the waters to go undetected, waiting for the right moment to
Weapons such as mortar and artillery have many unique strike. Against ordinary surface ships, a submerged submarine
advantages, but require a special set of skills to use correctly. has total concealment (all attacks have a 50% chance to miss
Indirect Fire ignores all cover bonuses less than Full or 90% (roll 1d6, on a roll of 1-3 the shot automatically misses). and
cover. Since the rounds come from above, cover such as sandbags, attackers must guess the targets location). This concealment also

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Chapter Six: Vehicle Movement and Combat
Combat! gives the craft a +10 Stealth bonus to avoid being seen
by surface ships. This advantage was so great, that in
WWII countries with large submarine fleets were able
enemy submarines.
The waters offer only the defense that the sub drivers skill
can grant. The Drive skill of a submarines driver becomes the
to choke off trade over the seas, requiring new tactics Stealth skill of that submarine. This is contested skill vs. skill
and technology to overcome. against the Awareness skill of an opposing submarines sonar
Aircraft vs. Submarine operator.
When a submarine is close to the surface, where it Surface vs. Submarine
can attack surface vessels, it is more visible from the air. Against a submarine in attack position, many surface vessels
Against an aircraft, a submarine in position to attack has have torpedoes of their own to fight back. Once a craft goes deep,
only one half concealment (a 20% chance for weapons to a surface vessels best option is depth charges. Unless the vessel
missroll 2d6, on a roll of 4 or 5 the shot automatically misses). has sonar buoys in the water, it will be attacking blind with its
The submarine can regain its concealment by going deep, but first depth charges. The trick is to use a lot of depth charges, look
cannot attack surface vessels at depth. for signs of damage (oil is a good indicator of a solid hit), then
Worse still for the submarine, many aircraft are equipped with slowly refine the depth settings of the explosives.
sonar buoys, which negate the submarines concealment against Depth Charges attack at the normal concealment chance (if
all attacks, including those from surface vessels. If aircraft start the submarines position is not known the attacks have a base
dropping buoys into the water, a submarine commander would 50% chance to miss). However, each hit can be detected by
be wise to run. surface sonar on the ship, and by signs of damage floating to the
As if the ability to spot the submarine, and render it visible surface. Each hit reduces the submarines concealment by 10%.
to ships on the surface werent bad enough, many helicopters are
also equipped with torpedoes and depth charges to take care of
enemy submarines themselves.
Because of this powerful ability to detect and destroy
submarines, many naval vessels now carry helicopters specially
equipped to detect and destroy submarines.
Submarine vs. Submarine
If a submarine goes deep, it has insulated itself from most
forms of surface attack (depth charges being an exception).
However, there is no defense except skill and guile in the cat and
mouse game that is the true test of all submarine commanders:

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Combat!
men and women caught in a combat zone, who grab a
Chapter Seven: gun (or whatever other implements are handy) and try to
defend themselves. When assisting, these units actually
ABUCS (Mass Combat) get in a characters way, imposing a penalty on die rolls.
Unit Combat These units cannot act alone without Orders, and any
The Action! system is an excellent system for handling Order given to a raw unit must be repeated every round
combat engagements involving less than twenty people. However, in combat. Raw units may not have Unit Specialties (see
what does the GM do when a combat situation involves hundreds Unit Specialties below for more information). All units
of people? There are a number of strategies that wily GMs have that do not have the Infantry Unit Specialty fight as a
adopted over the years to handle this, usually involving just a Raw unit.
tight focus on the PCs and their actions during a larger battle. For Green
a very good system for running unit sized combat, we include Green units are fresh out of basic training, but at
the Open Content Battlefield Unit Combat System (BUCS) least have been given a full course of physical training,
(Note: Name of original publisher of BUCS is Product Identity weapons instruction, and some very limited exposure to
and therefore can not be named here, but the name of the BUCS live fire. On their own, these units operate at 4. When
system is not Product Identity and is named here for ease of assisting another character, these units grant a +1 to the
your reference). The GM now has the tools to run this size of characters skill roll. Green crews may only act alone
battle like any other battle. Since this system is being modified if first given an Order. Green units may possess one
slightly to more closely match the Action! system, we will call Unit Specialty (usually the Infantry Unit Specialty). It
this variant ABUCS. is possible for certain characters (for example, characters who
In ABUCS, the Unit is the base size for independent action. have received drill instructor training and members of the special
A unit is usually around ten individuals, the size of a modern forces) to train a unit up to this level of ability. Otherwise, this
military squad. If individual characters wish to participate in an skill level may only be gained through experience.
ABUCS battle, they must join a unit (see Joining a Unit below). Inexperienced
Units undertake actions similar to how player characters do. Each Inexperienced units have either been extensively trained,
unit has a move action and an attack action each round, they or seen limited action in the field. When operating alone (but
may make skill rolls, and so forth similar to how characters do. under Orders), these units act at 2, but grant a +2 bonus to a
What actions a unit can undertake, and how well it can undertake character they are assisting. These units may act without Orders,
them, are governed by the units Specialties (see Unit Specialties but act at -4 (the same as a Green unit) when operating without
below). the support of their superiors. Inexperienced units may possess
Unit Quality one Unit Specialty. It is possible for certain characters (members
Unit Quality is rated in two ways: how that unit functions of the special forces, for example) to train a unit up to this level
when assisting more skilled personnel (a PC, named NPC, or of ability. Otherwise, this skill level may only be gained through
more highly skilled unit), and how that unit functions when experience.
operating alone. To act alone at full effectiveness, most units Average
must still be given an Order (see the Intimidate skill and the Average crews have either seen extensive action, or superior
Voice of Command Advantage for more information). training. When operating alone (but under Orders), these units
act at no penalty, and grant a +3 bonus to a character they are
Table 65 assisting. These units may act without Orders, but act at 2 (the
same as an Inexperienced unit). Average units may possess two
Unit Specialties. It is possible for certain characters (members of
Quality Alone Assisting
the special forces and those with the Drill Instructor Advantage,
Raw -6 -2 for example) to train a unit up to this level of ability. Otherwise,
this skill level may only be gained through experience.
Green -4 +1 Experienced
Experienced units have either seen lengthy combat duty, or
Inexperienced -2 +2 have been given the finest training available (this is the default
skill level of NATO forces). When operating alone (but under
Average 0 +3 Orders), these units act at +2, and grant a +4 bonus to a character
they are assisting. These units may act without Orders, but act at
Experienced +2 +4
no bonus (the same as an Average unit). Experienced units may
Elite +4 +4
possess two Unit Specialties. It is possible for certain characters
(members of the special forces, for example) to train a unit up
Legendary +6 +6 to this level of ability. Otherwise, this skill level may only be
gained through experience.
Elite
Raw Elite units combine extensive combat duty with the best
Raw units are largely untrained, and represent the bulk of training available and are some of the finest soldiers alive. These

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Chapter Seven: ABUCS (Mass Combat)
Combat! units assist another character as well as Experienced
units (granting a +4 bonus), but act just as well alone
but under Orders (+4), and are highly capable of
equipment rating loses its mobility.
Adequate
The unit is equipped for the task it has been given. The unit
independent action as well (operating at +4 when performs normally in every respect for a unit of its experience
working without the guidance of a superior officer). and specialties.
Elite units may possess 3 Unit Specialties. Only combat
experience (usually coupled with tremendous training,
Good
to be sure) can make a unit Elite. The unit is well equipped for the task it has been given.
Legendary Excellent
Some units consistently rise above and beyond The unit has the best equipment money can buy. The unit
the call of duty. Units like the Big Red One, whose is so well equipped that it feels invincible. If the unit enters into
names have become synonymous with valor. These combat with a unit not as well equipped, the unit may ignore its
units operate at a +6 bonus, whether assisting another, first Morale hit (see combat below).
acting alone with Orders, or operating without Orders. Unit vs. Unit
Also, members of this unit possess such superior combat Many times, the actions a unit wishes to take will be opposed
experience that, if the need arises, a Legendary unit can directly by units on the other side. Your character wishes to find
actually take over other units (those not commanded by your characters enemy through aerial reconnaissance, while
PCs or named NPCs), commanding up to 6 lesser units. your characters opponent seeks to hide valuable targets through
Legendary units may possess 4 Unit Specialties. Only camouflage. In these cases, each unit rolls a 3d6, modified by
combat experience (usually coupled with tremendous training, to unit quality, and the higher total wins.
be sure) can make a unit Legendary. Unit Combat
Unit Equipment Often, units will fight one another. This is what all combat
How well a unit is equipped will also affect its performance. eventually comes down to, man vs. man. This is done like a
The modifiers in the table below will affect a unit according to skill vs. skill contest, with each unit totaling all modifiers and
its Specialties (see Unit Specialties below for more information). rolling 3d6. The winning unit has the chance to inflict damage on
So, a unit with the Combat Engineering specialty, but not the their opponents, at the rate of 1 hit for each 5 points it wins the
Infantry specialty, would gain its equipment bonus to Craft round by. The unit that wins the round does one hit of damage
(Structural) checks, but not to combat. for winning the round, and then 1 additional point for each 5 full
The Modifiers listed on the table below apply to all attack points by which they win the round.
rolls and skill rolls. If the units equipment rating is higher than Unit Damage: Whenever units take damage, half of that
Poor and a unit is pressed into service in an area not covered by damage (rounded up) is a temporary loss of quality due to the
its specialties, that unit functions as if it were poorly equipped. shock and fear of combat, and half (rounded down) is due to
Characters raising units by paying them, or requisitioning them actual injury and death. These two types of damage, Morale Hits
from a larger agency (including the military) will also apply the and Casualty Hits, are explained below.
modifier on the table below to the units cost of Requisition TN Morale Hits: Morale hits are temporary losses of unit quality
(see Raising a Force below). due to shock and confusion. Morale hits are healed by Medical
crew, and by rest. As long as a unit is under stress, one Morale
Quality Modifier hit can never be healed (the last Morale hit may only be healed
Poor -4 by R&R). Each day of R&R (rest and relaxation) a unit receives
Barely Adequate -2 restores one Morale Hit. Morale hits may also be instantly healed
Adequate -0 through the use of some Advantages.
Good +2 Casualty Hits: During the heat of battle, crew casualties are
treated like morale hits, except that Advantages cannot be used
Excellent +4
to restore quality loss due to casualties. After a battle, medical
units will be able to save some soldiers, restoring quality. Any
Poor casualties that cannot be restored within twenty-four hours after
The unit is not well equipped for the task it has been given. a battle are dead. The unit that suffers deaths is permanently
A heavy unit with this equipment rating loses its ability to take an reduced to its new level of quality, after which it can begin
extra hit. A mechanized or armor unit with this equipment rating gaining experience normally (representing new recruits taking
loses its mobility. the place of fallen soldiers who are less experienced).
Should a unit be pressed into service for a task that is not
included in its specialties, that unit operates as if it is poorly
Special Cases
equipped, no matter what its normal Equipment rating would Pinned Down
be. A unit that is under fire from multiple directions, or is unable
Barely Adequate to move freely because it is fighting from a doorway, elevator,
or narrow street is pinned down. If your characters opponent
The unit is equipped for the task it has been given, just
is pinned down, your character gains a +2 on all unit combat
not very well. A heavy unit with this equipment rating loses its
rolls. If your characters opponent is pinned down because it is
ability to take an extra hit. A mechanized or armor unit with this
fighting from a doorway, it must only win a round (fighting its

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Combat!
way free from the enclosure) to no longer be pinned down. A unit bonus on all skill rolls for each unit over the first. Only
that is pinned down because it is outnumbered must successfully units that have skills in common may work together.
destroy one of the units and even the odds in order to no longer Outnumbered
be considered pinned down. A unit that is Dug In may only be Units may work together in combat as well. When
Pinned Down if it is being attacked from multiple directions. one side outnumbers the other, use the bonus on the
Momentum table below.
If a unit wins round after round, it will seem invincible to its
opponent, regardless of the relative quality of the two units. Each Factor Modifier
round a unit wins in a row gives it a cumulative +1 bonus in the Outnumbered +2
next round. So a unit that wins three rounds gains a +3 bonus. X2 +4
However, if that unit loses a single round, it loses this bonus, and X3 +6
its opponent gains a +1. X4 or more +8
Damaging and Destroying Units
Each hit inflicted on a unit degrades its quality by one step. Surprise
This reflects either that units decreased willingness to fight (in Surprise is a dangerous weapon in unit combat. At
the case of morale damage), or its dwindling numbers (in the the beginning of a battle, any unit may make a Stealth
case of casualty hits). If a unit is reduced below Raw status, its roll (modified by Unit Quality) to attempt a surprise
fate is determined by what type of hit that last bit of damage was: attack. This check is opposed by an Awareness roll
if a unit is reduced below Raw by a morale hit it retreats in poor (modified by Unit Quality). A unit that achieves surprise begins
order and may be recovered after combat; if a casualty hit inflicts combat with a +2 Momentum bonus (meaning if it wins the
the last bit of damage, the unit is destroyed utterly and is lost. first round this bonus will increase to +3 the next round and so
Dug In forth).
Units that are dug in (using natural cover, foxholes, Mobile
sandbags, razor wire, and other constructions for cover) never A mobile unit is much faster than its opponent. This usually
suffer penalties for Momentum or Driven Back. However, these results from one unit being mechanized while its opponent is on
units may not benefit from these conditions either. Units that are foot, or a mechanized unit fighting an Armor unit. For each step
dug in also gain a +2 bonus on all crew combat rolls. of mobility in a units favor (Foot, Mechanized, Armor), the unit
Strength in numbers gains a +2 bonus to combat rolls. Also, a unit with a mobility
When units work together for a common goal, they gain a +2 advantage may never be Pinned Down due to numbers, unless

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Chapter Seven: ABUCS (Mass Combat)
Combat! the unit is fighting in cramped quarters.
Healing Unit Damage
There are two different kinds of damage that may
effectiveness.
Attack: The unit attacks other enemy units.
Airborne
be inflicted on a unit: morale and casualty. Each of Airborne units give a commander great flexibility, because
these two types of damage are healed in different ways. they may be placed anywhere on the battlefield, using their
Morale damage is healed by leave time, or facilities that ability to Paradrop to bypass enemy strongholds and allowing a
serve to allow the unit to unwind on board ship, or at a commander to surround his opponent almost at will.
base, such as gymnasiums, arboretums, arcades and so Skills: Paradrop
forth. This damage will recover with time, but if a unit Amphibious
must fight several battles in a row, it will continue to
Amphibious landings are a vital element in modern warfare.
feel the effects of fatigue for some time. A medical crew,
Combat must always be won on the ground, and amphibious
augmented by medical facilities, heals casualty damage.
landings are one way to get troops into enemy territory. Units with
These hits are repaired immediately after combat. Any
this ability gain a +2 on all rolls in amphibious or beach terrain.
casualty hits beyond the ability of a medical crew to
Units with this ability gain double Momentum bonuses when
heal are marked off permanently and counted as unit
fighting units without this ability in amphibious environments.
quality level decrease.
Units without this ability begin any combat begun from
Joining a Unit landing craft Pinned Down, and must win two rounds of combat
Characters have many options open to them to to act without penalty (see Unit Combat Rules: Special Cases for
become skilled commanders in these rules. Squad/Squadron more information).
Tactics, the Leadership Advantage for example all allow the Establish Beachhead: This allows a unit to own a piece of
PCs to lead troops into battle. What this does is allow a PC or contested real estate, making amphibious landings there easier.
named NPC to join a unit, risking his life with them, but greatly Units that have established a beachhead are effectively dug in.
enhancing its effectiveness. Each of those advantages mentioned This allows one unit per round without the amphibious ability to
above gives details for its effect on Unit vs. Unit contests. If a be put ashore and not begin combat pinned down. Time: 1 hour.
Crew Unit commanded by a PC or named NPC suffers damage,
Arctic
the character does as well. For each hit of actual (Casualty)
Arctic units have special equipment and training for sub-
damage suffered by the unit (PCs are immune to morale hits),
zero movement and combat. These units never suffer movement
the character suffers 3d6 damage. If the character is killed before
penalties due to cold weather. Units with this ability gain a +2 on
his unit (an unlikely scenario), that unit immediately suffers 2
all rolls when in arctic terrain or sub-zero conditions. Units with
Morale Hits, which will likely cause it to disperse.
this ability gain double Momentum bonuses when fighting units
Orders without this ability in arctic environments.
While units can function perfectly well as assistants to their
Armor
superiors, there is a lot to do in combat, and sometimes the PCs
Requires Mechanized specialty
will need their unit to operate independently. In the description of
each Unit Specialty are a number of Orders. Giving an Order to a An Armored unit is comprised of heavy armored vehicles
unit is a move-equivalent action (meaning you can give an order (such as tanks). Armor units have two steps of Mobility (gaining
and attack in a single round), which will be performed by that a +2 bonus against a Mechanized unit or a +4 bonus against an
unit either for a specified amount of time (listed in the Orders Infantry unit, but no bonus against another Armor unit). Armor
description), until the Order is cancelled by another Order (if no units ignore the first two Casualty hits they suffer, and can never
time limit is given), or until the Order is completed. be Pinned Down by Infantry or Mechanized units unless fighting
in cramped quarters. Armor units cannot go into amphibious,
Orders are listed with a time, in hours, that it takes to perform
arctic, jungle, or swamp terrain. Armor units with the Amphibious
the Order. Units always subtract half their quality from this time,
ability may go into amphibious terrain.
but the minimum time to perform an Order is always 1 hour (so
a Legendary Combat Engineering unit could bridge a river in 1 Aviation
Hour, while a Raw unit would take 10 hours to perform the same Aviation units comprise support personnel for friendly air
Order). power. These units will man airports and repair and refuel aircraft
between sorties.
Unit Specialties
Skills: Air Traffic Control, Communication Operations,
Units without a given specialty may sometimes be called
Repair.
upon to perform an Order they are not suited for. If the Order
can be performed at all (GMs discretion on whether the unit Combat Engineering
has the equipment to even attempt the Order), the unit performs Units with this specialty aid other units by building facilities
as if it were a Raw unit, regardless of its quality under normal to house and protect them. Due to the specialized equipment used
circumstances. Units without the Infantry specialty always fight by these units, such as earthmovers, backhoes and bridgelayers,
as a Raw unit. they may perform work in much less time than units without this
Common Orders: Although many units have specialized specialty.
Orders only they can execute, there are some Orders that may be Skills: Craft (structural), Demolitions, Disable Device,
performed by any unit. Repair, Search.
Use Skill: Orders a unit to use one of its skills at unit quality Dig In: A unit must be in an area where this Order has been

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Combat!
performed to gain the benefits of being dug in. This Order must 16 hours
be performed once per unit gaining a benefit from being dug in. Recon Patrol: This allows a commander to
Time: 4 Hours. learn about an area without risking his entire force.
Field Artillery Information gained for later tactics rolls is as per the
Units with this specialty are able to perform bombardment reconnaissance ability, listed with the Awareness skill in
attacks on enemy positions, using the rules for indirect fire. This the skills section. Time: 4 hours/mile reconnoitered.
specialty can allow a unit to attack opponents who are miles Intelligence
distant, weakening or destroying them. If a unit being attacked Units with this specialty are experts at cryptography
with indirect fire has the Artillery specialty of its own, then and interrogation, both vital skills as commanders
combat occurs normally. If no enemy units have Artillery, the attempt to find out more about their enemies plans.
attacking unit suffers no damage from lost rounds. As normal for Intelligence units also conduct patrols into enemy
indirect fire, units start at 10 (in addition to any penalties for territory.
unit quality). Skills: Cryptography, Decipher Script, Intimidate,
Skills: Artillerist, Demolitions, Disable Device, Hide. and Awareness
Bombardment: This unit allows an artillery unit to attack at Recon Patrol: This allows a commander to
a range equal to its Unit Quality in miles, minimum one mile, learn about an area without risking his entire force.
using Indirect Fire (see the combat section for more information Information gained for later tactics rolls is as per the
on indirect fire). Time: 1 hour reconnaissance ability, listed with the Awareness skill in
Flight the skills section. Time: 4 hours/mile reconnoitered.
Air power is critical to the success of any mission in modern Jungle/Swamp
warfare. These units allow a commander to take control of the Combat does not always occur under ideal conditions.
skies, bomb distant enemies, and provide air support for ground Burma in WWII and Viet Nam saw frequent conflicts in jungle
units. If a force does not have one Aviation unit for each Flight environments. This unit specialty is vital for combat in those
unit to conduct service and support, that unit suffers one Morale areas. Units with this specialty gain +2 on all rolls in jungle and
hit after each mission, that cannot be repaired until aircraft are swamp terrain. Units with this ability gain double Momentum
given proper support (these hits are not really morale hits, but bonuses when fighting units without this ability in jungle
represent temporary damage as planes are not properly repaired environments.
and maintained between sorties). Mechanized
Skills: Pilot, Awareness A Mechanized unit is a unit comprised of foot soldiers and
Air Reconnaissance: Conduct reconnaissance as a ground light vehicles (such as Hummvees). Mechanized units have one
unit, but at unit quality +2. Time: 10 miles/hour. step of Mobility. Mechanized units ignore the first Casualty hit
Air Superiority: Attack other air targets. they suffer, and can never be Pinned Down by Infantry units
Air Support: Support ground units, providing a bonus unless fighting in cramped quarters. Mechanized units lose their
to ground units combat equal to unit quality. This Order is attack bonus in cramped conditions, such as urban conditions,
obviously more effective if enemy aircraft have been eliminated and cannot go into amphibious, arctic, jungle, or swamp terrain.
first through the air superiority Order. Mechanized units with the Amphibious ability may go into
Ground Attack: Seek out and attack ground targets, either amphibious terrain.
enemy forces, or enemy infrastructure. Medical
Guerilla Medical units see to the physical and mental well being of
Guerilla units attack when their opponents least expect them their fellow units. They heal damage, in the form of casualty
to, using surprise and unconventional warfare techniques to gain hits, heal morale hits through the application of psychological
the edge. These units gain a +2 on all Stealth rolls. counseling, and inoculate units to prevent diseases. They also can
Skills: Stealth add to the Attribute Rolls of friendly units against NBC attack.
Heavy Skills: Craft (pharmaceutical), Knowledge (behavioral
Heavy units gain a +1 on all combat rolls and can suffer sciences), NBC, Treat Injury
one extra casualty hit (the first casualty hit they suffer does not Quarantine Protocol: By inoculating friendly units, Medical
degrade the units quality). units can increase troop resistance to disease. Any unit treated
Infantry under this Order gains a +4 to HLT rolls to resist disease. Time:
1 hour/unit treated.
The most basic sort of unit, infantry involves training and
Prepare for Casualties: This Order may only be given before
equipping a unit for combat. Most units have this specialty in
combat commences. It allows the medical units to prepare for the
addition to any other specialty they may possess. Units without
onslaught of wounded. This Order allows a medical crew to heal
this specialty fight as Raw units regardless of their actual
one extra casualty hit. Time: 24 hours.
quality.
Combat Medicine: Medical units may heal a number of
Skills: Craft (structural), Stealth, Tactics, Awareness
casualty hits equal to 12 their quality, with a minimum of 1 hit
Dig In: This Order must be performed before a unit may
healed. Experienced or better Medical Units may also use this
gain the benefits of being dug in. This Order must be performed
ability to restore 1 Morale hit. Time: 24 hours.
once for each unit gaining the benefits for being dug in. Time:

109
Chapter Seven: ABUCS (Mass Combat)
Combat! Mountain Warfare
The unit gains a +2 bonus on all rolls in mountainous
terrain. Units with this ability gain double Momentum
each unit requisitioned beyond that will take a cumulative 2
penalty (-2 for the first unit, -4 for the second unit, and so forth).
The agency will understand a character taking additional forces
bonuses when fighting units without this ability in to act as a reserve, but will want forces to go where they can do
mountain environments. the most good as well.
Skills: Climb Combat Example
Signals A Guerilla unit (called the Guerillas hereafter) attacks a United
Units with this specialty have advanced radio Nations Peacekeeping detachment (called the Peacekeepers
equipment and electronic warfare capabilities. This hereafter). The Peacekeepers have a huge technological advantage
specialty also gives a unit the ability to code transmissions over the Guerillas, but the Guerillas are an experienced unit that
so they are harder for enemies to intercept. has seen a lot of action in various skirmishes against their ethnic
Skills: Communication Operations, Cryptography, rivals. The Guerillas seek to renew conflict with their rivals, and
And Electronic Warfare. decide to attack a village guarded by the Peacekeepers. Each
units statistics are detailed below:
Urban Warfare
Peacekeepers (Quality: Average, Equipment: Good) Unit
The unit gains a +2 on all rolls in urban terrain.
Specialties: Infantry (Trained and equipped for combat), Heavy
Units with this ability gain double Momentum bonuses
(Ignore first Casualty, +1 Attack)
when fighting units without this ability in urban
environments. Total Attack Bonus: +3 (+2 Good Equipment, +1 Heavy)
Total Hits: 5 (+4 Average, +1 Heavy)
Experience Guerillas (Quality: Experienced, Equipment: Adequate)
Gaining Experience for Small Units Unit Specialties: Infantry (Trained and equipped for combat),
As a unit faces encounters, it will gain experience just as the Guerilla (+2 Hide)
PCs do. For each experience point earned by a PC member of a Total Attack Bonus: +2 (+2 Experienced)
unit for acts done as a unit, the unit gains one experience point. Total Hits: 5 (+5 Experienced)
So, for example, while concluding an adventure and awarding The Guerillas attack at dawn, and attempt to surprise the
experience points to the PCs, the GM would make a note that Peacekeepers guarding the town. The Guerillas make a Stealth
the total XP for each PC of the adventure involving Small Unit roll at +4 (+2 for Experience, +2 for their Guerilla unit specialty),
Combat equaled 3. Three experience points would be given to and roll a 16, gaining a 20 total with modifiers. The Peacekeepers
the unit, and used to increase their standing according to the make an Awareness roll to notice the approaching Guerillas
following table. with no modifier (+0 Average Experience), and roll an 11. The
Guerillas start combat with a +2 Momentum bonus.
Table 66
The Guerillas and the Peacekeepers each make simultaneous
Quality XP attack rolls. The Guerillas roll a 5, +2 for Experienced, +2 for
Raw: 0 XP Momentum, for a total of 9. The Peacekeepers roll a 10, +2 for
Green: 5 XP Equipment, +1 for Heavy, giving them a total of 13.
Inexperienced: 10 XP The Peacekeepers win the round and inflict one hit on the
Average: 20 XP
Guerillas, a Morale hit. Even though they achieved surprise, the
pistols and Molotov cocktails wielded by the Guerillas inflicted
Experienced: 40 XP
little damage on the body armor of the Peacekeepers, who
Crack: 100 XP responded with a demoralizing barrage of automatic weapons
Legendary: 200 XP fire. Due to the hit they suffered, the Guerillas now fight as an
Average unit (+0).
Experience from Unit vs. Unit Combat In the second round of combat, the Guerillas roll an 11 (+0
When one unit defeats another unit in combat, the victorious for Average Quality- due to the Morale hit they suffered), and they
unit gains experience points (XP) equal to the total combat no longer receive any bonus for Momentum since they lost the
modifier of the vanquished foe (with a minimum of 1 XP per first round. The Peacekeepers roll a 5, +2 for Good Equipment,
unit). Since this only counts combat modifiers, all units without a +1 Heavy, +1 for Momentum (since they won the first round)
combat specialty (such as the Infantry specialty) are only worth 1 giving them a total of 9.
XP regardless of their experience and equipment ratings. The Guerillas win the round, inflicting a Morale hit on the
Requisitioning Units Peacekeepers, reducing them to Inexperienced quality (-2).
Characters belonging to military or paramilitary organizations In the third round of combat, the Guerillas roll a 9, +1 for
can requisition units from their organization. The TN to requisition Momentum, for a total of 10, and the Peacekeepers roll a 6 (-
a unit is: 10 + Unit Experience +Unit Equipment +2 per Unit 2 for Inexperienced due to the Morale hit they suffered, +2 for
Specialty. Thus, requisitioning a unit of Seabees would have a Equipment, +1 for Heavy) for a total of 7.
TN of 22: 10+ 4 (Unit Experience) +2 (Unit Equipment) +6 (three The Guerillas win the round, inflicting a Casualty hit on the
Unit Specialties). If a character attempts to requisition more units Peacekeepers. Normally, this would degrade the Peacekeepers
than he can effectively command himself (through Advantages effective quality to Green. However, the Peacekeepers are a
or his ability to command one unit for every 3 points of PRE), heavy unit, and ignore their first Casualty hit, so they remain at

110
Chapter Seven: ABUCS (Mass Combat)

Combat!
an effective quality of Inexperienced. The Guerillas, however, +2 Mobility
having won a second round, will have an increased Momentum Total Hits: 8 (6 from Elite, 1 from Mechanized, 1
bonus in the next round. from Heavy)
In the fourth round of combat, the Guerillas roll a 12 (+2 for 10th Mountain Division (Elite, Good) Requisition
Momentum) for a total of 14, and the Peacekeepers roll a 9 (total TN: 22
modifier +1) for a total of 10. Unit Specialties: Arctic, Infantry, Mountain
The Guerillas win their third consecutive round, inflicting Total Attack Bonus: +6 (+4 Elite, +2 Equipment),
another Morale hit on the Peacekeepers (Morale and Casualty +8 in Arctic or Mountain conditions
hits alternate), reducing the Peacekeepers effective quality to Total Hits: 6 (6 from Elite)
Green (-4 penalty to combat). Since the Guerillas won the round, 82nd Airborne (Elite, Good) Requisition TN: 22
they increase their Momentum bonus. Unit Specialties: Airborne, Heavy, Infantry
In the fifth round, the Guerillas roll a 4, +3 for Momentum, Total Attack Bonus: +7 (+4 Elite, +1 Heavy, +2
for a total of 7. The Peacekeepers roll an 9, -4 for their effective Equipment)
quality of Green, +2 for Good Equipment, +1 for being Heavy, Total Hits: 7 (6 Elite, +1 Heavy)
giving them a total of 8.
101st Airborne (Elite, Good) Requisition TN: 22
The Peacekeepers win the round, inflicting a Casualty hit on
Unit Specialties: Airborne, Heavy, Infantry
the Guerillas (Morale and Casualty hits alternate), and reducing
Total Attack Bonus: +7 (+4 Elite, +1 Heavy, +2
their effective quality to Inexperienced (-2). Also, since the
Equipment)
Peacekeepers won the round, the Momentum has shifted, instead
Total Hits: 7 (6 Elite, +1 Heavy)
of the Guerillas gaining a +4 in the next round, the Peacekeepers
will gain a +1. Marine Expeditionary Unit (Elite, Excellent) Requisition
TN: 24
In the sixth round, the Guerillas roll a 6, -2 for their effective
quality of Inexperienced, for a total of 4. The Peacekeepers roll Unit Specialties: Amphibious, Heavy, Infantry
a 2, -4 for their effective quality of Green, +2 for Equipment, +1 Total Attack Bonus: +9 (+4 Elite, +1 Heavy, +4 Equipment),
for Heavy, +1 for Momentum, for a total of 2. +2 Mobility
The Guerillas win the round, inflicting a Casualty hit on the Total Hits: 7 (6 from Elite, +1 from Heavy)
Peacekeepers, and reducing their effective quality to Raw (-6). Seabees (Elite, Good) Requisition TN: 22
In the seventh round, the Guerillas roll an 11, -2 for their Unit Specialties: Amphibious, Combat Engineering,
effective quality of Inexperienced, +1 for Momentum, for a total Infantry
of 10. The Peacekeepers roll a 12, -6 for their effective quality of Total Attack Bonus: +6 (Elite, +2 Equipment), +8 in
Raw, +2 for Equipment, +1 for Heavy, for a total of 9. Amphibious terrain
The Guerillas win the round, inflicting a Morale hit on the Total Hits: 6 (Elite)
Peacekeepers. Since this would reduce their effective quality
below Raw, the unit is dispersed. If this had been a Casualty
hit, rather than a Morale hit, the Peacekeepers would have been
destroyed rather than being routed (and it was their Heavy unit
specialty that saved them from this fate).
Twenty-four hours after the battle, the Peacekeepers may
reform, as a Raw unit. The unit will heal one hit per day, until it
becomes an Inexperienced unit (its new permanent quality with
the Casualty hit).
The Guerillas gain 3 XP (total combat modifier of the
Peacekeepers was +3).
Some Elite Units
The following are some units from the real world, broken
down into BUCS terms to give your character an idea of how it
all fits together. All units have their Unit Quality and Equipment
ratings listed in parenthesis after their name.
1st Cavalry Division (Legendary, Good) Requisition TN:
26 Look for free web enhancements for this game at our
Unit Specialties: Airborne, Mechanized, Armor, Infantry website. ComStar also plans a full line of products for
Total Attack Bonus: +8 (+6 Legendary, +2 Equipment), +4 the Action! System to build on our existing Action line.
Mobility These series, called Adventures Digest, will provide
Total Hits: 9 (7 from Legendary, 2 from Armor) enhancements to any Action game.
3rd Infantry Division (Elite, Excellent) Requisition TN:
24
Unit Specialties: Mechanized, Infantry, Heavy Thanks!
Total Attack Bonus: +9 (+4 Elite, +1 Heavy, +4 Equipment), William

111
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