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Attribute generation and initial training

 Special operators (SOF) roll 3d6 and discard the lowest die (min 6).
 Western forces roll 2d6-1.
 Non-western nations Roll 2d6-1 but do not receive MOS training, only Basic training or
Basic SOF training if they are SOF.
 Third world conscripts roll 2d3 for attributes and have no MOS
 Elite forces such as Army Rangers, Royal Commandos, French Foreign Legion, Marine
Force Recon etc Roll 2d6 for attributes and may add 1 to any one attribute. Additionally
they may have access to some SOF skills such as Jump etc.
 The Rifleman MOS is related to the conduct of CQB and its selection is restricted to SOF
 Skill training is only available through MOS selection. Exceptions are listed below.
Special Forces around the world

Special Air Service


Attributes – as SOF
Skills as SOF - add Survivalist and Fleet Footed
MOS – unrestricted, may take counter terrorist MOS option listed below.

US Delta Force
Attributes – as SOF
Skills - as SOF
MOS – all operators must take the rifleman MOS and are unrestricted in the second MOS

US Navy Seals
Attributes – as SOF
Skills - as SOF - add aquatic, scuba cert and stealth
MOS – unrestricted
Seal Team 6 receives +1 to all three attributes

USAF Para Jumper


Attributes – as SOF
Skills – as Basic - add stealth
MOS restricted to Medic MOS no second MOS

US Army Green Berets


Attributes – roll 2d6 for fortitude, 4d6 for vigilance and 3d6 for proficiency
Skills – as SOF
MOS – All Green Berets must take the Point MOS. They are unrestricted in their second MOS

Generic SOF (JTF2, German KSK)


Attributes – as SOF
Skills – as SOF
MOS – unrestricted
Generic counter-terrorism/hostage rescue (FBI HRT, GSG9)
Attributes – as Elite
Skills – as Basic
MOS (counter terrorism option) - CT/HRT members receive the Rifleman MOS but substitute
SMG close and pistol close for both rifle skills.

Marine Scout Sniper


Attributes – as Elite
Skills – as Basic
MOS –All scout snipers receive the Point and Marksman MOS

Special Warfare Combatant Craft Crewman (SWCC)


Attributes – as Elite
Skills as Navy
MOS – restricted to Gunner

Private military contractor (PMC)


Attributes – as Elite
Skills as Basic
MOS – Intelligence and one additional MOS of their choice
Many PMCs are ex-SOF, however, the differences in attribute generation and the adoption of the
intelligence MOS is designed to represent the likelihood that their attributes have declined
slightly and that these individuals have acquired unique skills since leaving the armed forces.

Spetznaz +1 fortitude
Attributes – as SOF
Skills as SOF - add stealth
Spetznaz do not receive MOS training only their SOF basic training

Rules clarifications

1. Using the Roundrel


a. Not in contact with enemy – each roundrel represents on hour
b. In contact with enemy – each roundrel represents 5 minutes (5 combat rounds).

2. Integral vehicle weapon systems are considered to have rangefinders, thus proficiency
rolls are skilled when employed.

3. Aircraft operations
a. Pilots must make a pilot proficiency roll each roundrel. (hourly or every 5 minutes
depending on situation. A minimum of one roll must be conducted even if the
time flown is less than one hour.

b. Speed – Fixed Wing – first speed number is km traveled per minute, second
number is km travelled per hour.
c. Speed – Helo – first number is distance traveled as a shift move action, second
number is km travelled per 5 minute roundrel

d. Fuel – The fuel stats and rules represent the time in 5 minute roudrels that the
aircraft may spend on station. Travel time to and from bases is considered to be
abstract for the purposes of fuel consumtion.

e. Actions aircraft may conduct actions similar to player characters every number of
rouldrels equal to their difficulty number – example a jet fighter could conduct
actions every 2 roundrels where as a prop raider could conduct an action each
rouldrel.

f. For the purposes of CAS, anti-air ground fire may only be conducted as an
interrupt to an aircraft’s action. If the aircraft chooses, or is unable to perform an
action that roundrel then no ground fire may be conducted against it. The to-hit
number of AAA/IR Man Portable Air Defence attacks are equal to the number of
successes of the pilot’s proficiency roll plus any modifiers from altitude and
evade actions etc.

g. Dogfighting
i. Dogfighting with IR or auto-cannon – each pilot conducts his mandatory
proficiency roll for that roundrel. The pilot with the higher number of
success gains position for an ATA attack. The to hit number is the
minimum number of success that the attacking pilot used to secure his
dogfight position (this is to simulate the difficulty associated with high G
maneuvering and target tracking). Add modifiers such as any evade action
on behalf of the target.

ii. Dogfighting with RHM – as above, however once position has been
established conduct an opposed electronics proficiency roll to determine
whether the missile hits. If the target has no ECM his roll is considered
unskilled. If the target has ECM then his roll is considered skilled. RHM
dogfighting is restricted to altitudes of low and higher)

h. BVR attacks – the pilot with situational initiative (determined by scenario, the
technological superior force almost always have initiative over forces of lesser
technological prowess), conducts an opposed electronics proficiency test as above
to determine if his attack hits. After conclusion of his attack, the target, if it
survived may conduct a BVR attack. BVR between aircraft involves the use of
RH missiles. BVR between aircraft and surface to air missile systems involves
the use of radar gided SAMs and guided Tow missiles, specially outfitted to
attack SAM sites. Only one roundrel of BVR combat may ensue before the
aircraft is considered to be either in dogfighting range or visual range of a ground
target.
i. Aircraft missiles – guided missiles are referenced as ATA guided Tow. The
mission commander selects the missile guidance type (IR, RH, ATG ARM)
before take-off. Any combination may be selected. All missiles, IR, RH, ATG,
ARM and Man Portable Air Defence are considered to be guided.

4. Speed for Ground and water vehicles – first number represents speed per hour, second
number represents speed per 5 minute roundrel.

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