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RPG Laboratory

Adam's Ugly Little System for Ugly Little Wars

An Ugly Little System, for Ugly Little Wars
?
An atrocity committed by
AMColeman
citizendoe(at)gmail(dot)com


• INTRODUCTION --
The wars of the past were of grand and sweeping scope. Countries, even Continents waging war upon each other, but as the Twentieth Century struggled to a close, these wars involving the lives of millions were being fought by armies of no more then hundreds...
This is a quick and dirty system of rules for a quicker and much dirtier style of warfare. This system can be used for tabletop miniatures gaming or as an RPG. This system is designed to be simple and extremely flexible, so that any small unit action(up to about twenty personnel on a side) can be simulated relatively quickly and easily.
• BASE LINES --
This game requires D10s only.
Scale
20 Ticks a Minute equaling 3 Seconds a Tick.

• GAME MECHANICS --

Initiative
INITIATIVE =((BR + ST + T + SP +(either(CQB or HTH)))/5)
Actions
One Action per Tick from the following list.
READY--(Hold Action)
PREP--Take Extra Time to Accomplish a SHOOT, DO, or LOOK Action
ACT--During an ACT Action you may do any 2 of the following:
SHOOT--Fire a weapon
MOVE--Normal Movement Value
COMMUNICATE--Say a short(3 Second) phrase.
LOOK--Use Pointman Skill.
DO--Perform any other Skill.
FULL MOVE--Move at Full Move rate.
Movement
10m + (1m x Run) per Tick Normal Move.
15m + (1m x Run) per Tick Full Move.

Terrain Effects
Flat/Smooth ±0m per m
Rough/Stairs +2m per m
Crowded Room/Marsh +4m per m
Light Woods +2m per m
Heavy Woods +3m per m
Jungle +4m per m
Climbing +6m per m
Crawling/Ventilation Duct +7m per m

The Results Table.
The Results Table works very simply; the Character making the attempt matches their appropriate Rating on the 'X' axis versus the Targets Rating on the 'Y' axis. Modifications for circumstances are accomplished by column shift either plus or minus. The Attempted then reads across and down the table to find the target number. This is the number that must be rolled less then or equal to with a D10. Where two numbers are listed as in: 10/2 or 1/6, both must be successfully rolled for the attempt to succeed.
Results Table

-4 -3 -2 -1 0 +1 +2 +3 +4
-4 4 5 6 7 8 9 10/1 10/2 10/3
-3 3 4 5 6 7 8 9 10/1 10/2
-2 2 3 4 5 6 7 8 9 10/1
-1 1/9 2 3 4 5 6 7 8 9
0 1/8 1/9 2 3 4 5 6 7 8
+1 1/7 1/8 1/9 2 3 4 5 6 7
+2 1/6 1/7 1/8 1/9 2 3 4 5 6
+3 1/5 1/6 1/7 1/8 1/9 2 3 4 5
+4 1/4 1/5 1/6 1/7 1/8 1/9 2 3 4

Sample Modifiers

c) AIM +1
c) AIMING DEVICE +2
c) BIPOD/TRIPOD/MONOPOD +1
c) BRACE +1
c) ATTACK FROM HIGHER ELEVATION +1
c) ATTACK FROM LOWER ELEVATION -1
c) TARGET PARTIALLY CONCEALED -1
c) TARGET FULLY CONCEALED -3
DARK -3
c) USING NIGHTVISION GEAR OR GAS MASK -1 per item used
READY -2
PREPPED +2
c) TRICK SHOT -4
NOTE: Modifiers are COLUMN shifts.
c) means that it is a combat modifier
All modifiers are cumulative.

Combat.
Combat, like everything else, uses the Results Table for resolution. The Attacker uses the most appropriate Skill for the weapon in hand, checks range to Target, adjusts the to-hit number by Weapon Category for the appropriate range band (in case of range band overlap, use the Attacker’s choice of range band), adjusts for whatever modifiers that apply to the situation and rolls the D10. If he rolls less than or equal to the target number, a hit is scored on the Target.
Range Bands are:
UCP (Up Close and Personal) - Very Close
CQB (Close Quarters Battle) - Close to Medium
ASSAULT - Medium to Long
BATTLE - Long to Very Long
SNIPER - Very Long
Effect refers to the D component of Damage

Range Table

RANGE
Rng CAT WEAPON CAT
UCP CQB ASSAULT BATTLE SNIPER
UCP
0m-3m No Change +1 Column -2 to Hit -3 to Hit -4 to Hit
+3 Effect +5 Effect +5 Effect
CQB
2m-8m -1 Column No Change No Change -2 to Hit -3 to Hit
+3 Effect +3 Effect
ASSAULT
6m-30m -3 to Hit
-2 Effect -1 Effect No Change +1 Effect +1 Effect
BATTLE
22m-100m -6 Columns -3 Columns -1 Column No Change No Change

SNIPER
100m+ Impossible -5 Columns -3 to Hit -1 to Hit No Change
-2 Effect

Damage
To figure damage in an attack check the weapons Damage Rating which is in the form of (P/D) with P = Penetration Rating and D= the actual Damage inflicted. Subtract the number rolled on the to-hit die from the number actually required. This result is added to D, along with any modifications due to range or ammunition, to determine the total damage inflicted.

Armor
Armor also has two Penetration and Damage Ratings, as well as being either Hard or Soft.

If the Armor's Penetration Rating stops P+D then No damage is taken.
If the Armor's Penetration Rating stops P , but not D, the Target takes D - the Armor's Damage Rating
with a minimum of:
1/2 Base Damage Rating of attack if Soft Armor.
1/4 Base Damage Rating of attack if Hard Armor.
If D is stopped by the Damage Rating of the Armor, then the minimum Damage is treated as Bruising.
If the Armor's Penetration Rating does not stop P, then the Target takes 1.5 x D - the Armor's Damage Rating with the above minimum’s still applying.

Armor Table

PERSONAL ARMOR RATINGS VEHICULAR
(vs. Penetration/ vs. Damage)
I (soft) -1/-1
II (soft) -2/-1 NONE
IIA -3/ -2
III (soft) -4/ -3
IIIA -5/ -4 LIGHT
IV -6/ -5
-8/ -7 MEDIUM
-10/-10 HEAVY
-15/-15 AFV

Automatic Fire
Bonuses to hit a point target(i.e. a human):
+2 Columns Short Burst 3 Rounds fired.
+4 Columns Medium Burst. 6 Rounds fired
+6 Columns Long Burst 10 Rounds fired.

Area Fire gives -1 to hit in addition to the Range Modifier .
Area Hit:
Short Burst 1m Area 1 hit Max. per item in beaten area.
Medium Burst 2m Area 2 hits Max. per item in beaten area.
Long Burst 4m Area 3 hits Max. per item in beaten area.

Damage Taken
When a Character is shot there is one salient point...without body armor they have a far better then average chance of dying. With armor, they could make it through a firefight relatively unscathed.
When damage gets through armor each point increases the Damage Status by one.

Damage Status All Action Penalty
HIT -1
TAGGED -2
NAILED -4
FRIED -8
GONER Not Able To Act!

Example:...Quinn gets shot and takes 3 points of damage which places him at NAILED Status, giving him -4 on every action he attempts, as well as any Trait he attempts to use. Later, he gets shot again for 4 points, now at GONER Status all he can do is lie there and moan...

Bruising Damage, such as fists and kinetic transfer through body armor, works mainly the same as Lethal Damage. The differences being, it can be reduced by points of Grit and it mostly wears off at one Status Level per 6 Ticks(18 seconds). One Status Level is always kept as Lethal Damage however.

Example:...Quinn(GR +1) is in a fistfight, he gets punched for 3 points Bruising. Ignoring 1 point because of his Grit score he still takes 2 leaving him at TAGGED Status(-2). 6 Ticks later one of those points is removed leaving just one, HIT Status(-1), which is treated as Lethal Damage and will stay until Quinn heals...

If hit again after reaching GONER Status, or after taking enough damage to put the Target at 4 points past GONER from a healthier Status, the Target is dead.

Healing

The Healing Rate is 1/2 Grit per day +1 point on the first day.

Falling
Falling inflicts 2 points of Bruising Damage not stopped by armor for every Tick spent falling, Grit does apply however.

Explosive Damage
Explosives do damage in steps with the format of D(N1)/D(N2)/D(N3)... /D(NX)/--(SP/SD/R) The N standing for the number of meters away from the blast for the appropriate D inflicted upon a Target. Damage inflicted by explosion is not stopped by personal armor but is soaked by Grit. The (SP/SD/R) is for shrapnel damage. SP being the Penetration, SD the Damage, and R being the maximum Range in meters that the shrapnel will fly. Any object within the range has a chance of taking one or more hits from the shrapnel. The maximum number of hits is equal to R minus the actual Range from the explosion. To determine if an object is hit the Attacker rolls using R minus the Actual range as the “X” axis and the Targets Speed as the “Y-axis. The Target is hit once plus one extra hit for every two points the to-hit roll is made by.

Chemical Weapons
Riot Agents. Tear Gas causes a -5 column penalty on any action made while affected, unless a protective mask is worn. Even after leaving the area of effect, all unprotected personnel will suffer the penalty for an additional 25 to 30 minutes.

Size of Device Area of Effect Duration of Area (If Ventilated)
CS Hand Grenade 5m Radius 20 Minutes
Pepper Spray One Target Instantaneous
40mm CS Grenade 8m Radius 25 Minutes
60mm CS Mortar Round 10m Radius 25 Minutes
Pepper Fogger 10m Cone 2 Minutes

Fire
Fire causes 2 points Lethal Damage every Tick, until it burns out or is extinguished.

Stun Grenades
These weapons are treated as explosive devices that do not do Lethal Damage, but are treated as Hand-to-Hand attacks.
NICO Flash Grenade 60/33/13

Thrown Objects
Objects(Grenades, Knives, E-Tools, etc.) can be thrown a distance of 7m +MU.

Vehicles
Vehicles in this system, are treated much the same as characters.
They have Armor and Grit Ratings and can perform Move or Full Move actions. They also have several other characteristics unique to them: Move, Acceleration/Deceleration, Handling, Safety, Climb/Dive (if an aircraft or submarine), Stall (again if an aircraft), Capacity (in Kg), and Range.
Move is the maximum rate, in meters per tick/KPH, that a vehicle is capable of achieving. The maximum Mv that will not affect handling detrimentally is 80% of the maximum rate.
Acceleration/Deceleration is the maximum amount of positive/negative change in velocity in meters per tick that can be safely performed without affecting handling detrimentally. The absolute maximum Dc possible is 1.5 x the safe maximum
Handling is the bonus or penalty Y-axis column shifts for control, due to the inherent stability or lack thereof of the vehicle. In any case piloting any vehicle at a velocity of no more than 1/2 Mv, and with no unusual or extreme maneuvers is assumed to not require any roll.
Safety is the integrity of the vehicle as regards to protecting the crew and other occupants. It is a positive or negative modifier to the systems survival check.
Climb/Dive is the maximum amount of forward Mv that can be converted, on a two for one basis for Cl and a one for two basis for Dv, into an altitude or depth change.
Stall is the absolute slowest Mv that the aircraft must maintain to keep from crashing into the ground.
Capacity is the maximum amount of weight of materials and crew that the vehicle can carry and achieve maximum Mv and Rg. The vehicle can carry 1.5 x Cp and be reduced to 3/4 Mv and 1/2 Rg.
Range is the maximum amount of time, in minutes that the vehicle can travel at 3/4 current maximum Mv before running out of fuel. Halve this if the vehicle is traveling at maximum Mv.
There are three basic types of vehicles, land, water, and air. There are a few oddball types such as hovercraft and amphibious tracked and wheeled vehicles. However, in the main most of what will be encountered will fall into one of those three categories.
A land vehicle for the purpose of these rules is considered a vehicle that spends 90% of its time on land in the performance of its mission. Likewise the water vehicle and air vehicle spends at least 90% of mission time in the appropriate element.

Modifiers
Condition/Situation Ac/Dc Modifier Hd Modifier
Clear and Dry --- ---
Rain (L/A) -10% / -20%(L) -2 Columns
Snow (L/A) -10% / -30%(L) -3 Columns
Ice (L) -25% / -50%(L) -5 Columns
Fog --- -3 Columns
Night --- -1 Column
Fog, or Rain w/o Lights,
or Night w/o Lights or
Nightvision gear --- Additional –2 Columns
Mild Turn (15? or less) -10% / -10% -1 Column
Moderate Turn (16? to 45?) -10% / -10% -2 Columns
Severe Turn (46? to 90?) -15% / -20% -4 Columns
Decelerating while turning --- Additional –1 Column
Emergency Dc --- -1 Column for each 10% extra
Vehicle Damage Special Special

• CHARACTER GENERATION --
You have 10 Points to allocate to Character's Traits. These allotments are referred to as "pluses", i.e. "plus 1", "+2", "plus zero".
There are 8 Traits:
• Muscle : raw strength and power.
• Grit : toughness and fortitude also willpower.
• Speed : quickness and reaction time.
• Brains : intelligence and common-sense
• Stones: courage, valor and a lack of common sense.
• Senses : intuition and perception.
• Gall : persuasiveness and chicanery.
and
• Talent : manual dexterity and eye-hand co-ordination.
A maximum of +3 may be allocated to any one Trait. After Traits have been determined, Skills are chosen. There are 25 points available to allocate amongst the Skills. All Skills are figured from an average of some Traits.
If no points are allocated to a Skill, the Character has a rating of the average minus 1 (This can give a skill a Rating of zero or even negative.) In addition, if the Skill is marked with a diamond() an unskilled user subtracts five from the average!
When one point is allocated to a Skill the Character can use it as the average with no minus one. For every additional point allocated to a Skill its Rating increases by one as well. Diamond Skills, however, cost double points both for the initial purchase and for Rating increases.

Skills
COMBAT

Hand to Hand (Muscle + Speed + Stones + Talent)/4

The basic skill of armed and unarmed personal mayhem. The attacker inflicts Muscle + 1/2 Hand-to-Hand Damage with a Penetration Rating of 0+1/2 Hand-to-Hand. The Target can defend with their own Hand-to-Hand skill.
EXAMPLE: ...Slade has HTH:+4 and he 's sparring with his buddy Lee((M:+2
HTH: +5)(The original “Bad Bad Man")). Slade swings with a base chance to hit of 3 or less on a D10 and rolls a 5 missing cleanly. Lee returns the favor, but he only needs a 5 or less, rolling a 3 he nails SAC Wilson upside the head doing his base damage of +2(Muscle Rating) plus 2(1/2 HTH Rating) plus 2(from to hit roll) causing an attack with a Damage Rating of 6(Ouch!) and a Penetration Rating of 2(1/2 HTH Rating)!! Slade is NOT pleased...

CQB(Close Quarters Battle) (Speed + Stones + Talent)/3?

The skills of close range firefights, used for any firearm attacks within CQB or Up Close and Personal(UCP) range.

Rifleman (Speed + Talent)/2?

The skill of using firearms at ASSAULT and BATTLE range.

?Sniper (Brains + Senses + Talent)/3?

The skill of using weapons at SNIPER ranges.

HEAVY WEAPONS

?Guided Munitions (Stones + Senses + Talent)/3

The skill of setting up, arming, aiming and firing guided weapons (anti-tank or air missiles, using a laser designator)

Machine Gun (Brains + Grit)/2?

Includes set-up and firing from either a fixed mount or hand-carried(only possible with Light and SOME Medium Machine Guns).

?Mortar (Brains + Talent)/2?

Using a Mortar is treated differently then other weapons. The Gunner should be able to have either: a direct Line Of Sight(LOS) to the Target or be in constant communication with a Forward Observer(FO) that has a direct LOS. The first shot is fired at a Rating of (1/2 Mortar-3) at a ‘Y’ axis of +1 for each 100m or fraction thereof range, each shot thereafter is fired at the previous Rating plus 1, to a maximum of the full skill of the Gunner. As soon as the Gunner hits all following shots are fired at the Gunner's full Mortar Rating. If a Gunner has no LOS or FO, they can fire blind at a Rating of (1/4 Mortar-3). Missed rounds scatter the columns missed by times 50m according to the Scatter Diagram.

EXAMPLE:...During a corporate mercenary operation in Zatanga, “Tiny” Marc Vlaminck the Mortarman(Mortar +3) is going to lob a few rounds at the Presidential Palace. Tiny has two 81mm mortars and an assistant gunner to help feed the tubes once they’ve been ranged in. Tiny can see the target at 250m range(‘Y’ axis +3), so his first round is fired at a Rating of ((1/2(+3))-3) or -2, Tiny rolls a 2, so the round misses and scatters (3 x 50m) 150m in direction 2 (Overshot!). The next round he fires gains a +1 to his Rating, he rolls again, a 1 followed by a 7 it’s a hit. All following rounds use his +3 Mortar Skill...

Rocket Launcher (Stones + Senses + Talent)/3?

The use of unguided, usually single-shot, man-portable, anti-tank or bunker systems. This skill also covers Recoilless Rifles, both man-portable and vehicle-mounted.

Grenade Launcher (Brains + Senses + Talent)/3?

Grenade Launchers can either be fired at a point target(direct fire) or like a Mortar(indirect fire) utilizing the Mortar's rules. Except they have a 10m Scatter distance, not 100m.

INTERPERSONAL

Bluff (Stones + Gall)/2

How not lose at poker. Style over substance. Bluffer's Rating is compared to Target's Senses + Brains divided by two.

Persuade (Brains + Gall)/2

The art of debate, substance over style. Persuader's Rating is compared to Target's Brains + Brains divided by two.

MISSION

?Breaking and Entering (Brains + Senses + Talent)/3

Lockpicking, alarm detection/disarming. Not disturbing tell-tales or leaving evidence.
Typical B&E Checks: 'Y' Axis:
Simple Keyed Lock +1
Complex Keyed Lock +3
Medeco or Equivalent Keyed Lock +5
Simple Combination Lock +2
Complex Combination Lock +4
Vault Combination Lock +6
Detect Alarm +1
Detect Boobytrap +1
Remove Simple Alarm/Boobytrap +3
Remove Complex Alarm/Boobytrap +6

B&E Modifiers:
Removal with Improvised tools -2
Underwater -2
Trying to Leave No Trace of Entrance -3
Don’t care about a mess +2
Destroying Lock (Open Lock) +3
Destroying Lock (Remove Alarm) -3
Every 6 extra DO actions used +1(Max. of +3)

Camouflage (Brains + Senses)/2

The skill of blending into the terrain. A Character has bonuses or penalties to be spotted depending on the environment, precautions taken, and any detection equipment an observer might have.

Precaution Modifiers:
No Camouflage -2
Inappropriate Camo Paint -1
Using Environmental Materials(twig, fronds, etc.) +1
Gilly Suit(appropriate color) +2

These Modifiers alter the Character's Camo Rating, which is compared against the Searcher's Pointman Rating.

Glean (Brains)

Gleaning, is the ability to find and pull all available information on a subject.
Typical Gleaning Checks: 'Y' Axis:
Address/Phone Number/License Plates -1
Social Security Number/Unlisted Phone Number +3
Credit Card Numbers/Bank Account Numbers +5
School Records +2
Building Blueprints +1
Alarm Data +6

Gleaning Modifiers:
Subject is US Citizen or Structure +1
Trying to Leave No Trace of Checks -1
Government Sanctioned +2
Data is Held in Dictatorship -3
Data Accessible On-Line +1
Every Extra Day +1(Max. of +3)

Investigate (Brains + Senses)/2

Investigation is used to find clues, evidence or any other interesting information from a suspect location.

Pointman (Senses + Senses + Grit)/3

This skill is used for the detection of an individual or item and the following observation. It can be resisted against using Camo or Sneak. All equipment takes a certain amount of DO actions to use.

Terrain Modifiers Range Modifiers: Equipment Modifiers
(#Actions Needed):
Flat, Open +2 UCP +3 (1)Thermal Imaging +4
Swamp -2 CQB +2 (1)Motion Tracker(Aliens) +3
Light Undergrowth 0 ASSAULT 0 (2)SONAR
(Underwater only) +3
Heavy Undergrowth -1 BATTLE -2 (5)Binoculars/Scopes +2
Light Woods 0 SNIPER -4 Nightvision
(only versus Dark modifiers) +2
Heavy Woods -1 over 200m -7
Jungle -2
Ice/Arctic 0
Mountainous -1
Urban -1
Factory/Industrial
Complex -2
Underwater -2

Sneak (Brains-Stones + Grit)/3

The ability to move, while evading observation and detection.
Movement Rate Modifiers:
Creep (1/2 regular Move in FULL MOVE Action) +3
Slip (Regular move in FULL MOVE Action) +1
Sneak (Regular move) 0
Run (Full move) -3

Tactics (Brains-Stones)/2

Planning skill, which allows the Character to, at any one point during a combat, run back 3 Actions and pretend they never occurred. Any wounds that were received in those 3 Actions are removed, any ammunition or devices expended are recovered, and all participants are moved back to their positions as of 3 Actions ago. Tactics will raise the dead. Tactics can not be used more than once during a game scenario(not game session.) The 'Y' axis number for Tactics is always +4.

Track (Brains + Senses + Senses)/3

The ability to follow a trail across varied terrain. The Trailee's Tracking skill is used to defend against the Trailer's.
Tracker's Terrain Modifiers:
Just Rained +2
Just Snowed(only Mod. Applied) +4
Raining -1
Snowing -3
Soft Ground +1
Hard Ground -1
Stone/Concrete -3
Light Underbrush +1
Heavy Underbrush +2
Every 2 persons in followed group +1
every hour after trail made -1
following vehicle/large animal +3

PHYSICAL

Climb (Muscle + Grit)/2

Also includes Rappelling and Abseiling(Rappelling from a helicopter).
Typical Climbing Checks: 'Y' Axis:
Cliff 0
Tree -2
Building -1
Rappelling -3
Abseiling -1

Modifiers For Climbing:
Soft Rock -1
Loose Rock -1
Free Climbing(No equip.) -2
Snow/Ice Cliff -1
Raining -2
Snowing -1

?Dive (Grit + Brains + Senses)/3

Includes Scuba, Hard-hat, and Skin Diving.
Typical Diving Checks: 'Y' Axis:
Lake +1
Ocean +3
Cave +5
Ice +2
Diving Modifiers:
Using Closed Cycle System(Re-Breather) -2
Using Exotic Gases(Helium mix) -2
Extreme Depth -3
Snorkeling +2
hard-hat Diving +3
Murky Conditions -2
Every 6 extra DO actions used +1(Max. of +3)

Jump (Senses)

The ability to use a parachute.
Typical Jumping Checks: 'Y' Axis:
Static Line 0
Pack Chute +2
Rig/Don Harness +1

Jumping Modifiers:
Free-Fall +2
Combat Equipment +1
HALO -4
HAHO -3
Tandem Jump(Passenger) +2
Tandem Jump(Controller) -3
Winds +2 per 20 kph Ground Winds
Unmarked Drop Zone -2

Run (Grit + Speed)/2

This skill figures directly into movement rate.

TECHNICAL

?Demo (Grit + Brains + Senses)/3

The skill of safely setting and removing explosive devices.
Typical Demo Checks: 'Y' Axis:
Determine amount of explosive needed +1
Set Charge 0
Defuse/Remove your own Charge -1
Defuse/Remove other's Charge +1
Detect Boobytrap +1
Remove Boobytrap +3

Demo Modifiers:
Removal with no tools -2
Underwater -2
Setting Radio Detonated Charge -1
Setting Synchronized Charges -1
Setting Time Fused Charge +1
Dealing with a "Special" Weapon(Nuke) -3
Every 6 extra DO actions used +1

Example:...Rawley has found half a kilo of SEMTEX(inexpensive Czech plastic explosive) and a five gallon can of gasoline attached to the outside door of his hotel room. On further perusal (Demo: +2 vs. Detect Boobytrap: +1 He rolls a 4 and spots it.) he finds that it is attached to a tembler switch (one shake and boom!) as well as a normal clock timer with two and a half minutes left on it (50 Actions). Lee has no tools(-2 ) for removal, so he grits his teeth and sets slowly (taking extra DO actions)to work.
First the Boobytrap(Demo +2 -2 + 3 = +3 vs. Remove Boobytrap: +3). Lee rolls a 2, success. Now the timer has counted down 30 seconds, only 40 Actions left to save his luggage!
Lee looks over the timer and decides to try for the Remove. (Demo: +2 -2 + 4 =+4 vs. Defuse/Remove Other's Charge: +1) Lee rolls a 4 and easily makes the Disarm. Weighing the SEMTEX in his hand, Lee decides to pay a visit to an old acquaintance...

?Electronics (Brains + Senses)/2

Building, maintaining, and possibly destroying high-tech systems.
Typical Electronics Checks: 'Y' Axis:
Tracing a schematic 0
Tapping a phone +1
Tapping a 3rd world phone -1
Repairing a radio +2
Repairing a SatCom +3
Repairing other high-tech Device(NVG,etc.) +4
Building a radio detonator +2
Subverting building systems +1

Electronics Modifiers:
Building/Repairing out in the "field" -2
Building/Repairing in "State of the Art" shop +2
Device uses custom components -2
Must use improvised components -2
Diagrams/Symbols are in
Foreign Language/Code -2
Full Documentation available +3

Mechanics (Brains + Talent)/2

Mechanical repair and construction rather than electronic.
Typical Mechanic Checks: 'Y' Axis:
Reading a Blueprint/Engineering drawing 0
Hot-wiring an engine +1
Starting a balky engine -1
Rebuilding a motor +2
Reconstructing a vehicle +3
Building a mechanical device +2
Subverting building systems +1
Mechanics Modifiers:
Building/Repairing out in the "field" -2
Building/Repairing in "State of the Art" shop +2
Device uses custom components -2
Must use improvised components -2
Diagrams/Symbols are in
foreign language or code -2
Full Documentation available +3

?Sensors (Brains + Senses + Senses)/3

Utilizing advanced technology sensing systems, such as Thermal Imagers, Ground Surveillance Radar, and seismics. This skill is used against Camo and Sneak in place of Pointman at the Character's discretion. It is also used to maintain and calibrate advanced sensory systems.

Medic (Brains + Brains)/2

This skill enables the Character to do emergency patching on downed personnel. An attempt can be made once for each wound received. Success means that the wound category decreases by 1 step to a minimum of 'HIT' i.e. TAGGED to HIT, FRIED to NAILED, HIT to HIT, etc. Nothing but an emergency room will save a GONER
Medic Checks: 'Y' Axis:
FRIED to NAILED +6
NAILED to TAGGED +4
TAGGED to HIT +2

Medic Modifiers:
Lack of Supplies -2
Working with excellent resources(Ambulance) +2
Underwater/Chemical Battlefield -2
Unable to Communicate with Patient -2

VEHICLES
all Vehicles use (Grit + Brains + Senses)/3

?

Hand to Hand Weapons
Weapon Type P/D
Fighting Knife 1/2 MU(Min. of 1)/MU +1(Max. of 3)
Stiletto 1/2 MU +1/MU(Max. of 3)
Entrenching Tool/Ax 1/3 MU/MU +2(Max. of 4)
Bayonet(Fixed)/Spear MU +1/MU+2(Max. of 5)
Machete/Sword 1/2 MU/MU +2(Max. of 4)
Baton NA/MU +1

Explosive Devices
Explosive Type P*/D(N1)/D(N2)/D(N3)/D(NX)...-- (SP/SD/R)
Defensive Grenade 3(0)/2(1)/1(2)--(1/2/5)
Offensive Grenade 6(0)/3(3)/1(3)
1 Stick Dynamite 8(2)/5(3)/3(5)/1(7)
60mm Mortar Round HE 6(0)/3(3)/1(3)--(2/3/5)
40mm Grenade Launcher 4*/5(0)/2(1)/1(2)
Anti-Tank Rocket 8*/7(0)/4(3)/2(2)/1(4)

Firearms
Weapon Type P/D Range Category Reload Actions Typical Capacities
Slingshot 1/2 CQB 0 1
Derringer 3/3 or 4/3 UCP 1+1 per Rnd 1 or 2
Low Caliber Revolver 2/1 CQB 1+1 per Rnd
3 w/Spdldr 5 or 6
Med. Caliber Revolver 2/2 CQB 1+1 per Rnd
3 w/Spdldr 5 or 6
High Caliber Revolver 3/3 CQB 1+1 per Rnd
3 w/Spdldr 5 or 6
Extreme. Caliber Revolver 3/4 ASSAULT 2+1 per Rnd 5
Silhouette Pistol 5/3 BATTLE 2 1
Compact Auto Pistol 3/2 UCP 3M 6 to 9
Light Auto Pistol 2/1 CQB 3M 6 to 15
Med. Auto Pistol 2/2 CQB 2M 8 to 17
Heavy Auto Pistol 3/3 CQB 3M 6 to 10
Light Machine Pistol (LB) 2/1 CQB 3M 10 to 20
Machine Pistol (SB-MB) 2/2 CQB 3M 10 to 20
Sub-Machine Gun (SB-MB-LB) 2/2 CQB 3M 20/30/32/40/50/100
5.56mm Assault Rifle
(SB or SB-MB-LB) 5/3 ASSAULT 3M 20/30
7.62mm Battle Rifle 4/4 BATTLE 4M 20/30
Sniper Rifle 4/4 SNIPER 4M 3/5/10
Heavy Sniper Rifle 5/4 SNIPER 4M 3/5/10
Very Heavy Sniper Rifle 11/7 SNIPER 4M 1/10
Light Machine Gun (SB-MB-LB) 5/3 BATTLE 3M/4B 20/30/100B
Medium Machine Gun
(SB-MB-LB) 4/4 BATTLE 4B 100B
Heavy Machine Gun
(SB-MB-LB) 11/7 SNIPER 5B 100B/200B
Pump Shotgun
(treated as though one shot = SB) 2/5 ASSAULT 1 per Rnd
3M 4/5/8/10M
Semi-Auto Shotgun
(treated as though one shot = SB) 2/5 ASSAULT 1 per Rnd
3M 5/8/10M/15M
Machine-Shotgun
(treated as though one shot = SB plus
(SB-MB-LB)
i.e. -a Short Burst, Medium Burst,
or Long Burst of Short Bursts!
2/5 ASSAULT 3M 20M
Grenade Launcher SPC. CQB
or
Mortar 3 1
Legend: Spdldr=Speedloader, M=Magazine, B=Belt

I'm very confused! On the

I'm very confused! On the CRT, where there are two numbers, do you roll the die twice and have to beat one number one time the other the second time? On contingencies where the player has the advantage (more "plusses" to X) and the target doesn't (more "minuses" to Y) that makes it more difficult??

Don't understand how skills work either. Base skill is some function of the appropriate stats, but what happens then? You put one point into the skill and then get it at "base" and then for each point more you put in you're +1?

Answers?

CRT-- The roll is less then or equal to. The base line is a 0 vs. a 0 is a 40% chance of success. For example:

An Attacker with a 0 rating and no shifts versus a Defender with a 0 rating and no shifts needs to roll a 4 or less on a D10.
An Attacker with a rating of -4 versus a Defender with a rating of 0 needs to roll a 1 followed by another roll of 8 or less.

Skills--If no points are allocated to a Skill, the Character has a rating of the average minus 1 (This can give a skill a Rating of zero or even negative.) In addition, if the Skill is marked with a diamond() an unskilled
user subtracts five from the average!
When one point is allocated to a Skill the Character can use it as the average with no minus one.

For Example: Joe Dude (Speed +1, Stones +3, Talent -1) is going to fire his submachinegun. With no skill points allocated to it, his base rating with CQB skill is (1+3-1)/3=1 -1(for no skill)=0. With one skill point allocated his rating would be (1+3-1)/3=1 and every additional point allocated would raise that by 1.

Now, let's say Joe (who also has a Brains -1) wants to fire a mortar. This is a "Diamond" skill (aka Trained only). With no skill points allocated to it, his base rating with Mortar skill is (-1-1)/2=-1 -5(for no skill points in a Diamond skill)=-6. With one skill point allocated he would be considered trained and his rating would be (-1-1)/2=-1 and every additional point allocated would raise that by 1.

Does that help?

Woah

Thats pretty in depth

Thanks

Any suggestions on what section I should work on/expand?