OVERVIEW
You must pass basic training and start out as a basic Infantry Soldier unless otherwise specified. You may change branches or groups, although you must be certified or allowed to do so. This is essential for two reasons. First, you need to be aware of the basic human element in this type of roleplay; and secondly, you need fundamental roleplay awareness and experience before you can move on to anything complex such as vehicles. Being an Infantry soldier is simple as your using all of your character as a human being, which is were the base stat system comes into play.
As well, you need Infantry training so that you may participate in every type of battle. Modern warfare, currently, has been dictating a rising trend in urban, guerrilla warfare. Enemy groups now facing the world, most known as criminal or terrorist organizations, operate in a similar manner as infantry and use certain types of very effective protection, such as building walls, underground tunnels, and human shields. All of these particular types of combat scenarios require a closer, more extreme, more handled type of combat that can only be achieved by the operator of a human being. Unfortunately, humans have yet to develop a machine that can rival the intelligence, foresight, and understanding that a human can comprehend and differentiate potential targets and non-combatants from enemies and backgrounds. It is crucial that, a more sophisticated type of combat is implemented. Decision making is absolutely crucial in modern warfare, and the ability to perceive and solve problems accurately in extremely short period of times is absolutely essential to reducing causalities and otherwise unnecessary harm in combat. It is this type of surgical expertise and execution that can allow soldiers to fundamentally win a conflict with as little causalities and mistakes as possible.
Also, Infantry are cheaper and easier to maintain.
Turns
Turns are essentially the equivalent of three seconds. Reflexive actions do not require a turn. Instant actions require one turn. Extended actions require more than one turn.
Reloading takes a turn, and is an instant action. Aiming takes a turn, and is an instant action. Shooting takes a turn, and is an instant action. Changing weapons takes a turn, and is an instant action.
Running is a reflexive action, although your distance is determined by your speed and each time during each turn. Jumping, crouching, and turning around are all reflexive actions. Hearing things, seeing things, tasting things, smelling things, and feeling things are all reflexive actions.
Going prone or standing up, however, are instant actions and take a turn. No roll are required for the before mentioned activities.
Skills and Attributes
Attributes are inherent base abilities that involve a person’s primary abilities. Skills are things that require a bit more finesse or simply are very specific. Attributes can be bought any time you are given the experience points to do so. Skills, on the other hand, have a cap of 2 unless you are deemed acceptable for a higher skill. Some skills require a special “class” in order for you to achieve higher points.
The Attributes are: Strength, Dexterity, and Stamina for physical stats. Intelligence, Wits, and Resolve are mental stats. Perception, Intuition, and Composure are Spiritual stats. Spiritual stats are not necessarily religious and refer primary to the ‘human’ spirit, or otherwise human variables.
Power stats are Strength, Intelligence, and Perception. Finesse stats are Dexterity, Wits, and Intuition. Resilience stats are Stamina, Resolve, and Composure.
Certain strength levels are required to lift or carry specific things. Certain levels of composure or Stamina are required to resist wound penalties. Stamina plus size (or 5) determines health. The rest are mostly rolls or combinations of other stats, further explained here.
Speed
Running Speed is determined by Strength + Dexterity + Athletics + 5. Speed 20 is considered Olympic level, or a 10 second 100 meter dash (10 m/s). Speed 5 is considered low or a 40 second 100 meter dash (5 m/s). These two both represent basically, the highest naturally minimum or maximum speed. It is possible to have higher or lower speeds for your charachter, depending on penalties or merits. Your speed in m/s, is determined by whatever you speed is divided by 20, then 10 divided by that number- this number is equivalent to your 100 meter dash in seconds. So, if you Strength is 2, and your dexterity is 2 and your athletics is 0 (the lowest possible), for a total of speed 9, then your speed would be (10/(9/20)), or 10 divided by 9 divided by 20, or you would have a 22.2 second 100 meter dash. If you had 3 in strength and 3 in dexterity and 2 in athletics (the maximum stat available at charachter creation) then your speed would be (10/(13/20)) or a 15.384 second meter dash. You may spend a willpower point to momentarily increase your speed by 3, for a single turn.
You may maintain your top speed for a time period equivalent to your ((Stamina-1) x 10); so, if you had stamina three, you could maintain your top speed for 20 seconds. You may not run at your maximum speed until 5 turns after you have run your maximum speed for it’s maximum time period. If you do not run at your maximum speed for the maximum time period, subtract 1 turn equivalent to the time you did not run. So, if you have stamina four, and only ran for 10 seconds, instead of 40, subtract 3 turns from your total 5 turn waiting period; leaving you with two turns waiting period. Round down to the nearest 0.
Long distance running speed, or running a distance after your maximum sprinting speed, is determined by your speed divided by 20, and then 210 dived by that number; this represents your speed, in seconds, for a one mile run or 1600 meters. So, if you have 12 speed, then your medium distance running time is 5.85 seconds, or 5 minutes 51 seconds. How long you can maintain this speed is equal to miles (or 1.6 Km) per Stamina. So, if you have stamina 2 and speed 12, you can maintain a 5 minute 51 second mile for two miles for two miles.
Walking speed is ¼ of your speed. You may maintain your walking speed for a technical unlimited time period, unless wound penalties or fatigue begins to set in, which is determined by a separate set of variables.
For every 25 pounds you carry with you, past the first 25 pounds, you lose 1 point in speed (rounded to the closest multiple of 25). So, you can carry around the equivalent of 25 pounds of gear with no detrimental effects to speed. However, you carry around 75 pounds of gear with a –2 penalty to your top speed. You can carry around extra weight, past 25 pounds, equivalent to your strength x 25. So, if you had two strength, you could carry 75 pounds, and if you had three strength you could carry around 100 pounds. The negative modifier to speed still applies, however.
Firearms
Probably one of the most integral rolls, Firearms rolls are equivalent to your Firearm + Dexterity + Firearm Damage. There are many types of firearms, and each specific kind of firearm requires it’s own specific skill. For infantry weapons, these skills are- Assault rifle, Marksmen Rifle, Sniper Rifle, Pistol, Sub-Machine Gun, Machine Gun, Shotgun, and Grenader (Weapons). Essentially, if you wished to fire a pistol, you would combine your Pistol Skill + Dexterity + Weapon Damage. This roll determines whether or not you can hit a target.
Damage done to a target is equivalent successes. So, if you roll 3 successes, then your potential damage done is three. If your target is wearing armor, then you subtract the armor rating from the total successes to determine damage. One might imagine that, a powerful enough weapon would always pierce armor, and that this roll does not reflect this. This is not true in or of the least. Your weapon in real life is rated to always get through a specific type of armor with a direct hit. You may have achieved a glancing blow, an indirect hit, or simply grazed the target delivering very little damage. Conversely, something like a pistol round, which may never be able to get through a specific type of armor, could hit the person in an exposed area, simply get a direct hit or merely hit a weakened part of the armor. Some types of armor, however, do require a minimum amount of damage in order to break the armor or harm the person behind.
There are three levels of ranges- Close range, Medium range, and Far Range. Range is determined by your weapon in a x/2x/4x styled format. Close range imposes no penalties. Medium range imposes a –1 modifier. Far Range imposes a –3 modifier. Anything past far range imposes an extra –1 modifier for every 100 yards fired, in addition to your far range modifier. These ranges, and penalties, can be eliminated or lessened through scopes or other aiming materials. All weapons without scopes are considered to be using iron sights.
Aiming adds a +1 modifier to your firearms roll for every turn you spend aiming, up to a maximum of three. Aiming takes a turn, and a full attack of complete aiming takes the amount of turns aimed plus the turn in which you attacked. So, if you aimed for three turns, it would take you a total of 4 turns to attack the target.
Reloading takes a turn. If you have an internal magazine, then rounds are loaded per shot fired. If you are loading your weapon with a detachable magazine, then you must load rounds into the weapon per magazine. So, if you had a 5 round bolt action rifle, and you had 3 rounds left, you could potentially load 2 roads into the weapon. However, if you had a magazine or clip fed weapon with a 30 round magazine, and had 15 rounds left in the magazine, you would either have to completely replace the magazine, and store 15 rounds in your previous magazine, or empty out your current magazine with 15 rounds remaining. It takes two turns to fill a detachable magazine to it’s full cap size.
All fire arm rolls made are considered to be aimed toward the enemies torso. While it is possible to strike enemies in different areas of the body, all shots made are generally considered “Center of Mass” shots and not subject to various other types of rolls. To specifically strike a particular part of the body other than the center of mass, negative modifiers are applied to your firearms rolls. Aiming at the head imposes a –4 modifier. Aiming at an arm imposes a –2 modifier. Aiming at the legs imposes a –1 modifier. Aiming at a leg imposes a –2 modifier. Aiming at a specific joint or set of joints, such as an elbow, knee, hand, or foot, imposes a –3 modifier.
Every firearm roll made against a person is subject to the users defense. Defense is determined by the lowest of the targets wits or Dexterity -1. The firearm roll made against the user is subject to a negative penalty equal to the targets defense. Defense cannot lower a firearms roll below 2. Essentially, even if the target has a 3 defense or a –3 modifier against your attack, if your total firearms roll is 4 the lowest your roll can be made to, as a result of defense, is 2.
If two enemy combatants stumble upon each other at the same time, who fires first is determined by Initiative, or lowest of Dexterity or Wits + Intuition. Both attack rolls are considered to be made in the same turn unless the second to fire (as determined by Initiative) is effectively neutralized by the first attack. If the second target is neutralized before they can attack, no attack is made.