Part Two







    Rank in the year 2000 is not quite what it used to be. However much rank is adhered to is up to the referee's discretion; somewhere from either not at all, to occasionally- by some.

    A character can be promoted once per term (at the end of the term), making a successful roll against Intelligence (Subtract the character's intelligence from 12, if the player rolls that number or higher she is promoted). Graduates of a military academy are allowed to subtract one from their die roll. On an enlisted man's first promotion, he is made an NCO, and then begins rising up the ranks thereafter. Once a character is promoted he receives a level of 1 in Leadership, Instruction, and Persuasion. Throughout the rest of his career, these three skills are added to whatever military career he chooses to follow.

Table 4: Rank
Non commissioned officers:
Private
Spec 4
Sergeant
Staff sergeant
Platoon sergeant
Master sergeant
Sergeant major

Commissioned officers:
2nd Lieutenant
1st Lieutenant
Captain
Major
Lieutenant colonel
Colonel





    This is where the character's are allowed to fill themselves out personally. The following traits are skills that are not particular to any one career, but instead representative of what hobbies and special interests a character might have. A player receives two points per term, unless the career specifies otherwise.

Table 5: Secondary Activities
Disguise
Fishing
Foraging
Horsemanship
Hunting Bow
Language
Medical
Motorcycle
Mountaineering
Observation
Parachute
Pilot
Scuba
Small Arms
Small Boat
Snow Skiing
Swimming
Tracking
Melee Combat
Wheeled Vehicle
Strength +1*
Constitution +1*
Agility +1*
Education +1
* A player may not put more than two points in this skill





    Contacts are people from the character's past- whether they are friends, associates, or even enemies. Referee's have sole control over when a character will encounter a contact- and so it is intended that they be used to make game play more realistic, enhance role-playing, and add a great bit to the drama of the session. Used too frequently however, and the power of contacts quickly fades away.

    There are two types of contacts, generic and solid. Generic contacts are created during character generation. The player can create at least the personality of the contact, and roll up skills and attributes- lest the referee opt to do that for herself. Solid contacts are generic contacts that the player has encountered, and will encounter again. In the case of solid contacts, the referee ought to fill the contact's skills out to a reasonable length.





    Initiative is used for determining who can act first in a combat situation. To determine a character's initiative use the following table (created with help from Brian Pittman). These fixed numbers are modified only by the character's agility (See Table 7 below). Note: Civilian's have an initiative of 1, unless agility gives them a bonus.

Table 6: Initiative

Initiative Applicable Branches
2 Artillery Arm, Engineer Arm, Medical Corps, Military Intelligence Arm, Support Arm
3 Armor Arm, Infantry Arm, Seaman, Naval Officer
4 Airborne Arm, Mountain Infantry, Naval Aviator, Airman Enlisted
5 Force Recon, Sniper, Aviation Arm, Pilot
6 Special Forces, Rangers, SeALs


Table 7: Agility Modifiers

Agility Modifier
1 - 2 - 2 to Initiative
3 - 4 - 1 to Initiative
5 - 6 -
7 - 8 + 1
9 - 10 + 2 to Initiative







To determine a character's age, take the number of terms served, multiply by three, and add to 17. Strength, Agility and Constitution all begin to decline as a character grows older.

The table below depicts the ill effects of age. The age listed is the age the character will be by the time the term shown is completed. An attribute with the mark of 'Y' denotes that during that particular term that attribute might go down 1 point. To decide, a character rolls against his current attribute rating (The attribute rating, minus twelve. If that number or higher is rolled, the character will lose 1 point in the attribute in question).

Table 8: The effects of age

Terms Age Con Str Agl
1 20 - - -
2 23 - - -
3 26 - - -
4 29 - - -
5 32 - - Y
6 35 - - Y
7 38 - Y Y
8 41 - Y Y
9 44 - Y Y
10 47 Y Y Y
11 50 Y Y Y






    Hit capacity determines how much damage a particular part of a character's body can take. Here are two ways you can decide to determine a character's hit capacity. The second system is optional, but you might find that it works better for you.
Head: CON x 2
Chest: (CON + STR) x 3
All other body parts: (CON + STR) x 2

An alternative:

Head: 10 + CON
Chest: (CON x 4) + (STR x 2)
Abdomen & Arms: (STR x 2.5) + (CON x 1.5)
Legs: (CON x 3) + (STR)
    The first few times you referee a group of new player's, it's a good idea to give their first (and possibly second- depending on skull thickness and military background) character's double regular hit capacities. Instead of a zero resulting in a lost limb, allow the hit capacity to dive into it's negative opposite. For example; Billy has 30 in his arms. After being hit with two bullets from a KPV his left arm goes down to -5 (the KPV did 35 damage). Billy would have 25 points left in his left arm before having to start looking for prostetic limbs.





  Load: A character is able to carry her (Strength + Constitution) x 3 without being encumbered.
  Weight: A male character will weigh in accordance to this formula: [4 x (STR - AGL)] + 90 kilograms. Add 75, instead of 90 for females.
  Throw Range: The maximum range a character can throw a one kilogram object is her Strength x 4.
  Rads: Rads are a way to measure the amount of radiation a character has been exposed to. So much radiation litters the earth, that all character's are inflicted with it to some degree or another. To determine the amount of radiation a character has been inflicted with roll 2D12 + 10.

  Base Hit numbers: These numbers are the character's chance of hitting a target using a variety of means. They are used, in most cases, fairly frequently, so having them on hand speeds up game play. The Base Hit Numbers are for the following skills:

Small Arms (Pistol)
Small Arms (Rifle)
Heavy Weapons
Thrown Weapon

Melee Combat (Unarmed)

  To find a character's Base Hit number's for Small Arms, Heavy Weapons, and Thrown Weapon take the skill rating minus twelve. The resulting number is the character's base hit number for medium range. To find close range, multiply the skill rating by two, subtract from twelve. For Far (or Long) range, divide the skill by two, subtract from twelve. For Extreme range, divide the skill by 4, subtract from twelve. Character's with a 1 in any of these skills cannot shoot at Extreme range.
  Base Hit numbers for Melee Combat are somewhat different. The base hit number for Melee Combat (Unarmed) is consistant of two parts (x/y). X represents the character's actuall hit number (his Melee Combat (Unarmed) rating less 12), the Y represents how much damage he can do. To determine Y, multiply Strength by the skill rating, then divide by 10. Character's with Melee Combat (Unarmed) 8 or higher are allowed and additional 1D4, each attack.

Example: Raymond's Base hit number skill's are:
Small Arms (Pistol): 4
Small Arms (Rifle): 2
Heavy Weapons: 8
Thrown Weapon: 1
Melee Combat (Unarmed): 8 (Strength- 6)

Skill Close Medium Far Extreme
Small Arms (Pistol) 4 8 10 12
Small Arms (Rifle) 8 10 12 -
Heavy Weapons 2 4 8 12
Thrown Weapon 10 11 12 -

    Melee Combat (Unarmed): 4/5 + 1D4



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