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  1. TACTICAL OPERATIONS
  2. The game of tacticool operators operating tactically in tactical operations.
  3.  
  4. PLAYER CHARACTERS
  5. Player Charaters are soldiers fighting for one of several factions. Base stats start at a predetermined amount, common between all factions.
  6.  
  7. CHARACTERISTICS
  8. "Come on! Were you always a disgusting fat body or did you have to work at it?!"
  9. Physical stats pertaining to a soldier's fitness. These stats are harder to increase, but play a significant role in the soldier's combat effectiveness across multiple areas. All characteristics have a maximum of 4 and a base of 1.
  10.  
  11. Strength: Determines melee damage, carry weight, recoil control, range of thrown weapons, and the ability to perform certain physical feats.
  12. Agility: Determines melee skill and defense, number of actions, initiative, as well as the ability to perform certain physical feats.
  13. Speed: Determines base movement speed, before weight is factored in.
  14. Vitality: Determines how much punishment the soldier can survive before going down.
  15. Stamina: Determines how long the soldier can exhert themself before becoming fatigued or exhausted.
  16. Perception: Determines the ability to spot anything out of the ordinary, such as traps or enemy soldiers, and determines accuracy with shooting weapons.
  17.  
  18. SKILLS
  19. "Shoot him in the head! Shoot him in the head! Kill! Reload and shoot him again!"
  20. Mental stats pertaining to a soldier's training and experience. Easier to increase, but tend to be specialized. All skills have a maximum of 10 and a base of 1.
  21.  
  22. Shooting Skill: Determines accuracy with all projectile based ranged weapons.
  23. Melee Skill: Determines accuracy of and defense against all melee weapons, including unarmed.
  24. Throwing Skill: Determines accuracy of thrown weapons.
  25. MORE TO COME
  26.  
  27. DERIVED
  28. "Aim with the hand, kill with the mind."
  29. Combat stats derived from a combination of characteristics and skills. The final word in a soldier's ability to perform on the field.
  30.  
  31. Health: 1+Vitality characteristic.
  32. Movement: 2+Speed characteristic.
  33. Stamina: 3+Stamina characteristic.
  34. Carry Weight: 3+Strength Characteristic.
  35. Shooting accuracy: Shooting Skill+Perception.
  36. Melee Accuracy and defense: Melee Skill+Agility.
  37. Initiative: Agility
  38. Actions: Agility
  39.  
  40. FACTIONS
  41. Factions each train their soldiers differently. This determines not only a soldier's starting stats, but also how the soldier's experience will play out to increase his performance.
  42.  
  43. VESPERIAN ARMED FORCES
  44. "Thousands of mothers have given their sons and daughters to us to suffer and bleed on faraway shores and distant lands. Train them hard, and equip them well. Anything else would be a great disservice to our people and our nation."
  45. The Republic of Vesperia is an economic powerhouse with a vested interest in maintaining their high standards of living. Vesperian soldiers, while small in number, are trained to a high standard, and equipped to finish a mission with minimal casualties. Vesperian soldiers have often been expected to attack an enemy force five times their number and come out victorious. Their training regimen focuses on bringing out a soldier's natural strengths, while suppressing natural weaknesses.
  46. Training Regimen: Start with a free +1 to any characteristic, and 2 skill points to use in any skills.
  47. Elite: Derived stats based on Characteristics are increased by 50%. Vesperian soldiers can increase a single characteristic to 5.
  48. Individuals: Always fights as a single soldier.
  49. Standard issue gear: VAR-15, Sidearm, Combat Knife, 2 frag grenades, Modular Ballistic Armor System.
  50.  
  51. TUNGSKAN ARMY
  52. "Terrorist casualties, seven. Civilian casualties, sixteen. Tungskan military casualties... zero. Mission accomplished."
  53. Tungska is a powerful, well developed nation with a large population base. While they are generally sensitive to casualties, almost as much as Vesperia, they try to minimize casualties through the use of larger numbers of adequately trained soldiers working together, rather than providing long, grueling training and expensive military hardware. Their training regimen focuses on instilling a sense of comraderie in their soldiers.
  54. Trained Well: Start with 1 skill point.
  55. Regular: Derived stats are default.
  56. Battle Buddies: Fight in pairs, experience shared by soldiers.
  57. Standard issue gear: TK-44, Sidearm, Combat Knife.
  58.  
  59. GLOBAL LIBERATION FRONT
  60. "Dude, we're totally outnumbered!" "We're ALWAYS outnumbered..."
  61. The Global Liberation Front is not based in any one nation, but derived from the dissatissfied populations of multiple countries, typically pulled from the poor and uneducated of third-world areas. Their training is barebones at best, and nonexistant at worst.
  62. Untrained: No additional characteristics or skills.
  63. Poor Conditioning: Derived Stats from characteristics are halved.
  64. Hordes: Fight in groups of 3 at minimum, can gain additional soldiers up to 9.
  65. Standard Issue gear: TK-34.
  66.  
  67. WEAPONS
  68. "This is my rifle. There are many like it, but this one is by far the WORST."
  69.  
  70. RIFLES
  71.  
  72. VAR-15
  73. The mainstay for Vesperian front-line units, the VAR-15 is a high performance weapon with good accuracy, relatively low recoil, and a good rate of fire. The intermediate sized cartridge leaves some to be desired, but is sufficient for most tasks.
  74. 1-3: +0
  75. 4-6: +3
  76. 7-10: +0
  77. -1 for each hex beyond 10.
  78. Recoil: 1/str.
  79. Damage: 1.5
  80. Single Shot: Eliminates recoil.
  81. Burst: 3
  82. Maximum ROF: 9
  83. Magazine: 30
  84. Weight: 2
  85. Attachment Points: Underbarrel, side rails x2, Sights, Overbarrel.
  86.  
  87. TK-44
  88. The Tungskan assault rifle is rugged and reliable. An update from the older TK-34, the TK-44 uses an intermediate cartridge like the VAR-15. While not as accurate at range as the VAR-15, it makes up for it with a higher cyclic rate of fire.
  89. 1-3: +0
  90. 4-5: +3
  91. 6-8: +0
  92. -1 for each hex beyond 8.
  93. Recoil: 1/str
  94. Damage: 1.5
  95. Single Shot: Eliminates recoil.
  96. Burst: 4
  97. Maximum ROF: 12
  98. Magazine: 32
  99. Weight: 2
  100. Attachment Points: Sights, Overbarrel, Underbarrel.
  101.  
  102. TK-34
  103. An outdated version of the TK-44, the TK-34 uses a large caliber round for impressive stopping power, but pays for it with poor recoil control, low accuracy, and a relatively slow rate of fire.
  104. 1-2: +0
  105. 3-4: +2
  106. 4-6: +0
  107. -1 for every hex beyond 6.
  108. Recoil: 2/str
  109. Damage: 2
  110. Single Shot: 1 recoil.
  111. Burst: 3
  112. Maximum ROF: 9
  113. Magazine: 30
  114. Weight: 2
  115. Attachment Points: Sights.
  116.  
  117. Pistols
  118.  
  119. Sidearm
  120. The standard issue sidearms of most militaries are similar enough to each other that they don't warrant separate entries. At least, not yet.
  121. 1-2: +2
  122. 3-4: +0
  123. -1 for every hex beyond 4.
  124. Recoil: 1/str
  125. Damage: 1
  126. Single Shot: Eliminates recoil.
  127. Burst: 2
  128. Maximum ROF: 4
  129. Magazine: 16
  130. Weight: .5
  131.  
  132. Grenades
  133. "Issued me a hand grenade. Should have seen the mess I made."
  134.  
  135. Frag Grenade
  136. Range=1.5xstr, rounded up.
  137. Damage: 3 direct, 2 indirect.
  138. Requires two actions to use.
  139. Weight: .25
  140.  
  141. Melee
  142.  
  143. Combat Knife
  144. Range: melee.
  145. Damage: 1xstr.
  146. Weight: None.
  147.  
  148. ARMOR
  149. "Want a good workout? Do some running in your armor. Even without the trauma plates that thing's a bitch and a half."
  150.  
  151. Modular Ballistic Armor System.
  152. A new factor in keeping Vesperian infantry soldiers alive, the Modular Ballistic Armor System is intended to provide a comprehensive defense against all threats. Depending on preference, the armor can be worn with or without ceramic plates. While some soldiers prefer to leave behind another item that might weigh them down, others swear by the extra protection provided by this armor, claiming that they owe their lives to the ballistic inserts.
  153. Without plates: .5 DR, weight 2.
  154. With plates: 1 DR, weight 3.
  155.  
  156. Weapon Attachments
  157. COMING SOON
  158.  
  159. Additional Gear
  160. COMING SOON
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