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The Way of WarFree Version 2.0
Created by Tao Mori, MSS
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3
Introduction
The Way of War is a table top game with
many denitions and descriptions. It is unlike many
wargames because it invovles combat at the small-
est level, where each gure represents an individual.
I like to refer to the game as a tactical table top
wargame with role playing elements. It was primarily
designed for action gures of the 4 inch action vari-
ety, but it can be played with miniatures as well. This
manual is for miniatures in particular not Action Fig-
ures. There is a separate manual for Action Figures.
Unlike traditional wargames this game invovles el-
ements of role-playing as characters can improve with
experience. Story elements can also t into the game
easily too. Whether you play this game with more
emphasis on tactics and combat or more emphasis onstory telling and characterization, is completely up
to you. The game systems rules are all here to allow
you to nd the balance that suits your playing style.
If you do end up using Action Figures to play this
game it does require a bigger table space to hold
battles on it. GI JOE gures are fun to use because of
their articulation and their hands allow them to inter-
change their weapons. The toy gun producer Maraud-
er has been producing weapons specically for 4 inch
gures. Most of these guns that they produce havebeen included in this game. Getting an army of minia-
tures is probably going to be cheaper than getting an
army of Action Figures. Dollar Stores these days have
bags of toy gures for cheap and if you dont care
about aesthetics than you could easily use those to
play this game. If you feel overly creative you could
even use Lego gures to play this game.
This game on the surface is like traditional turn
based games as it follows the classic UGO, IGO sys-tem, which means I take my turn rst then when Im
nished you take your turn. A feature that makes this
type of system annoying is that you can move around
a corner and kill your opponent without them be-
ing able to do anything about it. This game includes
a particular rule called Interrupting, which allows
the opponent to make moves during your turn if you
move into their Line of Sight so long as they have
Action Points left over to do something about it.
Action Points control everything that you can do in
the game, whether it be moving, shooting, climbing,
jumping, swimming, using equipment, etc. This will
all be covered in greater detail as we proceed.
What you need to play
You will need at least one twenty sided dice, also
referred to as a d20. You will need at least two six
sided dice or d6, and a d12 too. Ideally youd like a
set of dice for each player, the d12s and d6s wont be
used as much, but the d20 will.
You will also need a ruler of some kind, a tape
measure will work and you might nd it handy to
have a metre/yard stick if you have one. Youre prob-
ably also going to want a calculator as there are sev-eral calculations that youll do. You could do them by
hand if you want, but a calculator, will make things
much easier. You dont need a fancy calculator either
a simple one that you can get at the dollar store will
sufce.
You will need gures as the playing pieces for the
game. You can use just about anything, action gures,
Lego men, miniatures, toy soldiers, mini-mates, etc.
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You will also need things to represent buildings,
trees, bushes, other landscape items. You can do what
I do, which is to construct buildings out of cardboard,
but you could also make them out of wood too. There
are some instructions online on how to build diorama
buildings for the 4 inch gure scale on www.joedios.
com. Theres lots of resources out there for how to
build miniature structure, just look it up on google.
How much detail you want to put into them is up to
you, but putting in walls makes things more interest-
ing. I also make trees with used up toilet paper roles,
which I then put sticks into to represent the branches.
They dont look pretty, but they get the job done,
and you can easily stick a gure in the tree if you
wanted to. You might also want to get rocks to add to
the scenery and then something to represent bushes.
Bushes may not provide physical cover, but they
should at least give characters a bonus to their HideSkill.
The surface that you play on is up to you, in some
ways bigger is better, but even with the large table
that I grew up using (25ft by 6ft); I often only ended
up using half of it. You need at least a surface area of
4ft by 4ft but youll be playing quick battles. The lon-
ger battles you want the longer the table youll need.
I think ideally youd want a table that was 8ft by 5ft.
You also dont necessarily need to play on a table,
you could play on the oor just be careful not to step
on anything.
How to make sense out of this manual
The following chapters will describe to you how
to play the game. Often youll come across refer-
ences to Sheets, the Sheets are really what you need
to play the game and the make up the second half
of the manual. You dont need to print off this entire
manual, but you should print off Pages 70 - 160 as the
Sheets are what you will use when you play the game.The Sheets contain character information, weapons,
equipent, Skill rules, Talents, etc. Whenever I refer to
Sheets, Im talking about those pages at the end of the
manual. Each Sheet has its own number, which are:
Character Classes, Sheet 1
Skills List, Sheet 2
Starting Occupations List, Sheet 3 (Sheet 3 also con-
tains the Special Training thats available)
Character Advancement List, Sheet 4
Attributes and their Bonuses List, Sheet 5
Talents List, Sheet 6
Equipment List, Sheet 7
Weapons List, Sheet 8
Combat Table, Sheet 9
Interrupts Table, Sheet 10
Morale Table, Sheet 11
Action List, Sheet 12
Circumstances That Can Affect Accuracy, Sheet 13
Detailed Talent Description, Sheet 14
After all of the Sheets, come the Level 1 Characct-
er Examples. If you want to skip the long process ofmaking a character you can just copy the information
here. The last page has a character sheet template.
This is probably one of the most important items
included in this manual. Youll want to print the last
page several times so that you can easily put your
characters information onto the sheets. Because the
character examples will all be printed in ink, you
might nd it easier to print off the character sheet
template and copy the information from the character
examples onto the character sheet template. This way
you can ensure that it will be written in pencil andyou can erase and add information at will when your
characters start to level up.
If you feel youd learn better from a hands on ex-
perience rst, then download the Quick Play Tutorial,
which should be under the Products section on my
site www.thewayofwar.net
As this is the free version of the manual many of
the features of the full version of the game are notincluded in this game. If you want to purchase the full
version you can buy it from the Products section of
my site www.thewayofwar.net or you can get it from
www.rpgnow.com. The one on my site has both the
high resolution version and smaller size whereas the
one on RPGNow does not have the high resolution
version.
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Chapter 1 The Character Sheet
In this game yone gure represents one per-
son. These gures or characters as they are referred to
are the most basic part of this game. You rst need to
understand what a character is made up of to under-
stand how they interact in the game environment. If
youve printed those Sheets I mentioned earlier, this
chapter will refer to Sheets 1, 2, 3, 4, 5, 6, 7, 8, 12
and the Character Sheet, a condensed example, is
shown in Figure 1.
1.0 PERSONALITIES VERSUS ARMY MEN.
There are two different kinds of characters Personali-
ties and Army Men.
1.1 Personalities are unique individuals who learn
and experience things by themselves; they also have a
sheet for their own stats.1.2 Army men share their experiences and learn
together as a cohesive unit and have single set of stats
that they all share. You might also consider Army
Men to be grunts, not to be confused with Grunt
Special Training.
1.3 The Character Sheet in Figure 1 is a Personality
character, as it states that it is a Skills Based Personal-
ity.
1.4 If you decide to play more in the style of a role-
playing game then your opponents will often be made
up of Army Men while your own team will be made
up of Personalities.
1.5 If you decide to play in the style of a wargame
then you and your opponents chracters will often be
made up of Army Men, with a character sheet for
each type of character you want such as a Medic,
Leader, Sniper, Machine Gunner, etc.
Posted below is a sample Level 1 character that
specializes in Explosive Ordinance Disposal. This set
of stats could be used for either a set of Army Man or
a Personality. Only for this example it is dened as aPersonality.
Character Sheet
Skills Based Personality
Occupation: Criminal Special Training: Explosive Ordinance Disposal Level 1, 2
Fred Smith/Intelligence-Explosives Level 1 XP: 0
Agility 20 Explosives 35
Dexterity 30 Stealth 10 (+1)Strength 0 (+0) Marksmanship 20
Intelligence 55 (+4) Health 35 Health Points 35 Stamina 17
Wisdom 40 (+5) Medical 0
Charisma 0 (-2) Mechanical 0
AP ((Agility 20 + Dexterity 30)/3) = 16.666 (round up to 17) 17 2 from the Kevlar Vest = 15. Our character
gets 15 points per turn now.
Armour: Kevlar Vest (T) 45%/35%, Spectra Helmet (H) 35%, Leather Pants (L) 10%
Weapons: 40% MP5 30 / 30 x 5 Dam 44 + 1 +6% Damage
50% M79(HE) 1 / 1 x 4 Dam 85 + 1 +15% Damage, -1AP to Fire, -2AP to Reload35% Machete, Dam 50, 6pts to Slash
Equipment: Electro Optical Scope, Lazer Sight, Demolitions Kit, Holster/Sling x 3
Skills: Demolitions (Explv) 14 + 2, Chemistry (Iint) 14, Spot (Wis) 5, Drive (Dex) 5, Repair (Mech) 5, Sigint
(Int) 5, Decipher (Int) 5, Weapon Specialization (SMGs)(Dex) 5 +1 (I picked this Skill from the Criminal Oc-
cupation), Hide (Stealth) 5 +1 (Also from Criminal Occupation), Weapon Specialization (Grenade Launchers)
(Dex) 15, Weapon Specialization (Explosive Charges)(Dex) 4
Talents: Armour Use (Medium, Heavy), Cautious, Exotic Firearms Use (Grenade Launchers), Grenadier, Gamer
Skills, Smart Weapon, Personal Firearms UseFigure 1
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Theres a lot of information written on the Char-
acter Sheet, and not knowing what much of it means
can be daunting at rst. This section will cover each
part so that you have a rough understanding how all
the parts of a character work.
2.0 CHARACTER TYPES. The second line from
the top of Figure 1 says Skills Based. This is the
Character Type. When you rst make a character you
need to decide what type of character your character
will be. The options are Skills, Talents or Moderates
based.
2.1 Skills based characters are good if you want
your character to be good with Skills. An Intelligence
Class character would make for a good Skills based
character.
2.2 A Talents based character has access to a lot of
different types of Talents. A Strength Class Characterwould make for a good Talents based character as
Talents based characters are better suited for combat;
they can usually dish out a lot more punishment, but
have few Skills.
2.3 A Moderates based character is the middle
ground between the two camps of Skills and Talents,
but they get the least amount of Attributes than the
other two as they advance.
2.4 When you are making your character you can
pick any of the three types regardless of what Charac-
ter Class they are, it is just that some types are bettersuited to certain classes than others.
2.5 Each Character Class on the Character Classes,
Sheet 1, will state as to what Character Type is better
suited for that Class. Dexterity Class Characters can
excel being a Skills, Moderates or Talents based char-
acter. As mentioned earlier, a Strength Class Charac-
ter is better suited as a Talents based character than
any other Character Type.
3.0 OCCUPATIONS. The third line down says thatFreds Occupation is a Criminal.
3.1 When making a character you can choose an
Occupation from Starting Occupations List, Sheet 3,
which will give your character extra Attributes, Skills
and Talent.
3.2 How you pick what Occupation to choose is up
to you, if you are more story oriented than picking an
Occupation may reect the character more intimately,
such as if theyre an ex-soldier than you would pick
Military as their Occupation.
3.3 The Occupation may not necessarily be their
current Occupation, but it could be their previous Oc-
cupation.
3.4 A character should only have one Occupation;
otherwise it adds too much extra bonuses to your
character(s). Your character may have had several Oc-
cupations so long as you only add bonuses from one
Occupation, which may have been the Occupation
that was the most signicant to the character.
4.0 SPECIAL TRAINING. When you rst make
your character you get 2 Special Training points.
4.1 You obtain more Special Training points at
Levels 5, 10, 15 and 20. Each Character Type gets a
different amount of Special Training Points at these
Levels. See Character Advancement List, Sheet 4 for
more information.
4.2 You can put your Special Training points intowhatever Special Training is available to the subclass
that you picked. With Figure 1, as Fred has Explo-
sives as his subclass with the Intelligence Class Char-
acter the only Special Training that he can put points
into are Explosive Ordinance Disposal, Engineer,
Explosive Weapons Expert and Trencher.
4.3 Each Special Training has an Attribute require-
ment usually made up of two or three Attributes,
which also must be met in order to obtain that Special
Training.
4.4 Special Trainings have to acquired in order, youcant get Level 2 of a certain Special Training without
rst obtaining Level 1.
4.5 To see the exact details of each Special Train-
ing look to Occupations and Special Training, Sheet
3. After the Occupations there is a section for Special
Training, which lists all of the Attribute requirements
for each of the Special Training.
4.6 There are some Special Training that all char-
acters can do such as Basic Training, and Offworld
Combat Training, but Offworld Combat Trainingshould only be in a game where you can go offworld,
otherwise it doesnt make much sense.
When you are picking your Character Class and
Subclasses keep in mind what kind of Special Train-
ing is available to each Subclass. At certain levels
when your characters gain more experience they get
more Special Training points allowing them to unlock
further Special Training.
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5.0 CHARACTER CLASSES. The fourth line
down of Figure 1 says our characters name and then
it says Intelligence-Explosives. Intelligence is the
characters Chararcter Class.
5.1 There are six Character Classes, which are
Agility, Dexterity, Strength, Intelligence, Wisdom,
and Charisma. You can nd these different classes on
Character Classes, Sheet 1.
5.2 By picking a Character Class you are picking a
Character who will specialize with that Attribute over
all others.
5.3 Each Character Class has 5 different subclasses
available to it.
6.0 SUBCLASSES. The subclass in Figure 1 for
Fred Smith Explosives, which is indicated by the
slash (-), that follows Intelligence. See Character
Classes, Sheet 1 for the different subclasses, witheach Character Class.
6.1 Picking a Subclass picks the secondary Attri-
bute for the character to specialize with.
6.2 You can pick when you rst make your charac-
ter, and then when your character gets to Level 7, 14,
and if you like 21. The Character Type does not affect
when you get to pick additional subclasses.
6.3 Subclasses have certain requirements, so when
making your character you rst have to make sure to
put the correct number of attributes into the require-
ments.6.4 Subclasses allow you to unlock specic Skills,
Talents and Special Training that are unique to that
subclass allowing your character to fulll a certain
role. Fred Smith for instance lls the role of Explo-
sives Ordinance Disposal by having the subclass of
Explosives.
7.0 ATTRIBUTES. With Figure 1 below the Char-
acter Class youll see the 12 Attributes: Agility,
Dexterity, Strength, Intelligence, Wisdom, Charisma,Marksmanship, Health, Medical, Explosives, Stealth,
and Mechanical. Each of these Attirbutes has a num-
ber next to it.
7.1 When you rst make your character you can
distribute 200 points among the various different
types of Attributes.
7.2 Each Attribute has a modier shown in the ex-
ample, which it adds or minuses to the Skills that re-
late to that Attribute. To see the modier an Attribute
provides see Attributes and their bonuses, Sheet 5.
8.0 AGILITY (AGI). Agility helps you dodge at-
tacks, for every 10 Agility points you have, your op-
ponents have to minus 5% Accuracy on their attacks.
8.1 Agility gives you modiers to the Balance and
Tumble Skills. You can nd the modier for Agility
on Attributes and Their Bonuses List, Sheet 5. These
specic Skills will help you with movement and
avoiding attacks.
8.2 Agility is also important because combined
with Dexterity and Strength it helps to determine how
many Action Points your character gets per turn.
9.0 DEXTERITY (DEX). Dexterity is one of the
most important attributes in the game as it handles
Accuracy when trying to hit targets with any kind
of weapon, whether gun, melee weapon or rocket
launcher. Having a high Dexterity is important if you
want your character be able to hit anything.9.1 Each Character Class has a limitation on how
many points you can put into the Dexterity Attribute.
See the Character Classes List, Sheet 1 to nd out
each characters Dexterity limitation. The Dexterity
Class character has the highest maximum for Dexter-
ity.
9.2 The Dexterity Attribute also gives you modi-
ers to the Drive, Escape Artist, Pilot, Ride, Sleight of
Hand, Weapon Specialization and Vehicle Targeting
Skills.
9.3 Dexterity also combines with Agility andStrength to helps you determine how many Action
Points your character gets per turn.
A good Agile character with a Stealth subclass is represented
by Snake-Eyes on the left. While a good Dexterity character
with a Marksmanship subclass would be Low-Light on the
right.
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10.0 STRENGTH (STR). Strength Attributes helps
you do Damage after you successful hit a target in
either melee or hand to hand combat (also throwing
knives, the only ranged weapon exception).
10.1 The points you have in Strength is a percentage
of damage that you add when calculating how much
damage you do to a target. If you have 20 points in
Strength, then you do 20% more damage in melee or
hand to hand combat.
10.2 Strength also gives you modiers to the Climb,
Constrict (Animal Skill), Jump and Swim Skills,
which are helpful to navigate obstacles like walls,
bodies of water, cliffs, etc.
10.3 By adding your Attribute points in Strength
with your points in Health and dividing by 2. That is
how much Stamina your character has.
10.4 If Stamina falls below 0 than the character is
knocked unconscious and cannot get action points forthat turn.
10.5 Adding your Strength together with Health and
dividing by 10 determines how many Stamina points
you can replenish per turn. If your character has a
Health of 40 and Strength of 10, then they would
have Stamina of 25 and could replenish 5 Stamina
points per turn if they lose any.
10.6 Strength also combines with Wisdom to form
a characters Morale. Just like with Stamina, add
Strength and Wisdom together and divide by 2 to
determine your characters base Morale.10.7 Strength combines with Agility and Dexterity
to determine how many Action Points your character
gets per turn.
10.8 Strength can also extend the range of throw-
ing weapons like grenades or knives. Whether your
character is standing, crouching or laying down will
affect how many more Strength Attributes are needed
to extend the throwing weapons range by a half inch.
10.9 For every 25 Strength you have you reduce the
AP cost for every inch by 1 AP when you are carrying
someone who is wounded.
11.0 CHARISMA (CHA). Charisma Attributes
provide modiers to the Skills Disguise, Diplomacy,
Gather Information, Handle Animal and Intimidate.
Charisma is important for those characters who in-
teract with other characters. Special Training such as
Leader requires points in Charisma.
12.0 WISDOM (WIS): The Wisdom Attribute in-creases how fast one can learn from On the Job Train-
ing as every 35 Wisdom you have allows you to add
5% to your characters On the Job Training modier.
12.1 Wisdom provides a modier to the Skills Lis-
ten, Smell (Animal Skill), Spot, and Trade.
12.2 The Wisdom Attribute is also added to the
Strength Attribute and divided by 2 in order to deter-
mine your characters base Morale.
13.0 INTELLIGENCE (INT): Intelligence Attri-
butes modier affects how many bonus Skill Points acharacter can get when they are rst created and for
every level they upgrade to.
13.1 Intelligence provides modiers to the Skills
Chemistry, Computer Use, Decipher, Gadgetry, Re-
search, Sigint, Search, Tactics and Traps.
13.2 When rst creating your character, each
Character Class has a base number of Intelligence
Attributes, which is combined with your Intelligence
modier. The total is then multiplied by 4 when you
rst make a Level 1 character. Then every time yourcharacter upgrades to the next level, add the base
Intelligence Skill Points with your Intelligence Modi-
er and distribute that total among the Skills that your
character has access to.
14.0 MECHANICAL (MECH): Mechanical Attri-
butes help to repair vehicles or other machines such
as robots. You take your Mechanical Attributes and
divide by 5 and that is the number that you add to the
level of your Repair Skill, that total is how much you
On the left we have Copperhead who would make for a good
Strength character with a Marksmanship subclass. The
Baronness on the left is the perfect Charisma character to be
a spy.
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can repair for every 10 Action Points you spend.
14.1 The Mechanical Attribute also provides
modiers for Construction, Repair, Lock Picking and
Tinkering.
15.0 EXPLOSIVES (EXPLV): The points you have
in Explosives is a precentage of damage that you
add when calculating how much damage you do to a
target. So if you have 40 points in the Explosive Attri-
bute you can do an additional 40% more damage with
explosives weapons like grenades, rockets, indirect
re weapons or demolitions charges.
15.1 The Explosive Attribute has one Skill that its
modier affects and that is the Demolitions Skill.
16.0 MARKSMANSHIP (MARKS): Marksman-
ship Attributes help you do Damage after hitting a tar-
get with ranged weapons that are not explosive, suchas guns or bows. If you have 40 points in the Marks-
manship Attribute, than you do 40% more damage
with guns or bows.
There are no Skills that depend on the Marksmanship
Attribute, but as most combat will be done with guns,
Marksmanship is a very important Attribute nonethe-
less.
17.0 HEALTH (HLTH): The Health Attribute rep-
resents how many Health points you have. Staminapoints are usually kept track right next to your Health.
17.1 You may need the Health modier in some cases
to roll a Health Check to see if you can resist a poison
or some other type of weapon such as a tazer. You
can see the Health modier from Attributes and Their
Bonuses List, Sheet 5. To determine what your Health
Check will be, it is the Health modier plus a d20
roll.
17.2 The Health Attribute also combines with
Strength to form your characters Stamina, by add-ing the two attributes together and dividing by 2.
Dividing the combination of Strength and Health by
10 determines how much Stamina per turn that your
character can replenish.
17.3 If your characters Health points falls to 0 to
-10 the character has fallen unconscious and cannot
gain action points. The character will lose one Health
point per turn and will perish forever if Health points
fall below -30. Character can only be healed by char-
acters with the Surgery Talent and the surgery kit.
17.4 If your characters Health fall to -11 to -19the character has fallen unconscious and cannot gain
action points. The character will lose one Health per
turn and will perish forever if Health points fall below
-30. Character can only be healed by characters with
the Minor Medical Miracle Talent and the surgery kit.
17.5 If your characters Health falls to -20 to -30
the character has fallen unconscious and cannot gain
action points. The character will lose one Health per
turn and will perish forever if Health points fall below
-30. Character can only be healed by characters with
the Major Medical Miracle Talent and the surgery kit.17.6 If your Stamina falls to 0, your character falls
unconscious. Cannot have lower Stamina than -20.
18.0 MEDICAL (MED). The Medical Attribute
helps heal people, by dividing the Medical Attribute
by 5 and add that number to the level of the Treat
Injury Skill and that is how many Health Points you
can heal for 10 Action Points.
18.1 The Medical Attribute modier is important
for the Minor Medical Miracle and Major MedicalMiracle Talents, which allows you to bring a charac-
ter that is near death back to life.
18.2 There are two Skills that the Medical Attri-
butes modier will affect, which are Treat Injury and
Pharmacy.
19.0 STEALTH (STLH). The modier from the
Stealth Attribute helps you interrupt easier and makes
it more difcult for your opponent to interrupt you.
The higher your modier the better.
On the left we have General Hawk as our Wisdom character.
Hawk is the perfect gure to be a Leader. While Mainframe
on the right would be perfect as a Techie, which would re-
quire him to be an Intelligence character.
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19.1 When trying to interrupt someone you add
your Stealth modier to the total you need to roll with
a D20.
19.2 When someone is trying to interrupt you, you
minus your Stealth modier to the total they need to
roll with a D20.
19.3 The Stealth Attribute modier also helps the
Skills Hide and Move Silently.
If both characters have Stealth, then the lower modi-
er is minused from the higher modier, and the result
will be what affects the Stealth roll. So say interrupter
has a +3 Stealth modier and the interrupted has a +2
Stealth modier, minusing the 2 from the 3 results in
a 1. As the interrupter gets to add his modier to the
interrupt roll, if he was going to need a 12 or less to
interrupt, then he only needs a 13 or lower now.
turn. If you want to see what armor causes what
reduction in Action Points, see the Equipment List,
Sheet 7. At the every end of the Equipment List is the
armor and theres a column called AP Penalty, and
those minuses are the numbers you take off from your
Action Point total.
20.6 Each Character Class has its own Action Point
Restriction, meaning that they cannot generate more
than a certain amount of Action Points per turn. See
Character Classes, Sheet 1 to see what the restriction
is for each Character Class.
The example character is an Intelligence Class Char-
acter so his Action Point Restriction is 25. He can
never have more than 25 Action Points in a full turn.
The Agility Class Character has the highest Action
Point Restriction of 35.
Action Points ((Agility 20 + Dexterity 30)/3) = 16.666 (round up to 17) 17 2 from the Kevlar Vest = 15. Our
character gets 15 points per turn now.Figure 2
There are two other ways to get Action Points other
than from your Attributes as you can get them from
Talents such as Action Boost or from the Tactics Skill
which you can usually get from Leader characters.
If you look to the Skills list, Sheet 2 under Tactics
Skill youll see that having a 1 in Tactics provides
+5 Action Points that affect both the possessor of theSkill and those that make up his team. If the Char-
acter were affected by someones Tactics Skill the
Character would have 20 Action Points per turn rather
than 15. This bonus 5 Action Points does not override
the Action Point Restriction, so if our character has
20 Action Points, he can only get another 5 Action
Points.
Following Action Points on the character sheet is
armour. The example is in Figure 3.
21.0 ARMOR. Armor is important as it helps
prevent damage to your characters. When you take
damage your armor prevents a percentage of it from
doing harm to you depending on where your charac-
ter was targeted. The list of all the different kinds of
armor can be found on the Equpment List, Sheet 7 at
the very end.
21.1 Armor protects three different parts. Torso
armor, represented by a T, Head Armor represented
The next part down on the character for Figure
1 shows his Action Points. Ive displayed that line
again, in Figure 2 above.
20.0 ACTION POINTS (AP). Action Points deter-
mine everything you can do in the game during your
turn. Action Points are used for movement, and usingweapons or equpiment or vehicles, see Sheet 12.
20.1 At the start of each of your turns you generate
how many Action Points your character gets.
20.2 If your character has Agility and Dexterity At-
tributes, but not Strength Attributes you add Agility
and Dexterity together and divide by 3. Just like the
example in Figure 2. You can round up to the nearest
whole number if the decimal is .5 or higher such as
the example in Figure 2.
20.3 If your character has Agility, Dexterity and
Strength Attributes you add all three Attributes to-
gether and divide by 4. You can round up to the near-
est whole number if the decimal is .5 or higher.
20.4 As your character does action, you minus the
costs from that total. You can only do the actions that
you have the Action Points for.
20.5 Some armor can cause your character to gener-
ate less Action Points per turn. The Kevlar vest of the
character in Figure 2, minuses 2 Action Points per
turn, so the character only gets 15 Action Points per
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Armour: Kevlar Vest (T) 45%/35%, Spectra Helmet (H) 35%, Leather Pants (L) 10%
Figure 3
11
by a H and Leg Armor represented by an L.
21.2 Most types of Torso armor, but not all, provide
protection to the arms as well. Usually the armor for
the arms is the second number following a slash /.
The example in Figure 3 has 45% for the Torso and
35% armor for the Arms.
Targeting specic body parts other than the Torso will
require penalties to accuracy, making it difcult to hit
them, but often the other parts of the body will have
less armour making them more vulnerable.
21.3 Several different kinds of armor have an Ac-
tion Penalty to the wearer, which reduces the amount
of Action Points your character can generate per turn.21.4 There are four different classes of Armor. Ba-
sic Armor, Light Armor, Medium Armor and Heavy
Armor. Wearing a certain class of Armour (other than
Basic) requires either the related Armour Use Talent
or sufcient strength in order wear them without suf-
fering a further Action Point Penalty.
Most of the armour that provides a decent amount of
protection has an Action Point Penalty, which minus-
es itself from the total amount of Action Points that
your character receives per turn. More informationabout armor can be found in Chapter 3 section 45.0.
The next line down of the character sheet shows
the characters weapons. This is shown again below
in Figure 4.
22.0 WEAPONS. Each weapon has a size and
a character can only carry 2 Large Weapons and 1
Medium Weapon. Two Small Weapons equal one
Medium Weapon, and 2 Medium Weapons equal oneLarge Weapon. One Large Weapon and One Medium
Weapon equals one Huge weapon.
22.1 A Character can carry 12 Tiny Weapons such
as Grenades, Explosive Charges, or 40mm Grenades.
22.2 On the Character Sheet, you can put down
whatever information you want. Figure 4 only shows
the Weapons Accuracy (the percentages before the
name of the weapon), Ammunition, Damage and the
bonuses imparted to it from the Weapon Specializa-
tion Skill and the Smart Weapon Talent. You could
write there the Action Point cost to re each Weapon
or the Burst Fire information if you want that there
too.
22.3 The ammunition is written 30/30 x 5, which
says that theres 30 bullets in a magazine of 30. Then
the x 5 means that theres 5 separate magazines. So
when you expend the rst 30 bullets you replace the
magazine, changing the weapon to say 30/30 x 4.
22.4 If you are using an Explosive Weapon with
special Ammunition then you should write downwhat type of ammuntion you have for the weapon and
indicate what is loaded in it. Figure 4 has an M79,
with an HE round loaded into.
22.5 To nd more detailed information about each
weapon look at the Weapons List, Sheet 8. Chapter 4
also gives more information about weapons.
Each weapon has its own base Accuracy found on the
Weapons List, but the base Accuracy for those weap-
ons dont match up with the information in Figure
4. The reason for this is the Weapon SpecializationSkill, which is one of the more important Skills in the
game. Our Character has three Weapon Specializa-
tion focuses, Submachine Guns (SMGs), Grenade
Launchers (GLS) and Explosive Charges. The ranks
with SMGs is 5 + 1 and with GLs its 15. You add
the Skill ranks that you have with these Skills to the
Weapons that you use of those types. The MP5 is an
SMG so it gets a +6% Accuracy bonus and a +6%
Damage bonus. The MP5 normally has an Accuracy
of 35%, but it says 40% in the Figure below as Iveadded the Ranks in Weapon Specialization. With Ac-
curacy everything happens in 5% increments, which
is why I didnt put down 41%. The 15 with GLs,
boosts the M79s Accuracy up to 50%. Since the Skill
ranks with GLs is so high, Weapon Specialization
also provides -1AP to Fire and -2AP to Reload.
Weapons: 40% MP5 30 / 30 x 5 Dam 44 + 1 +6% Damage
50% M79(HE) 1 / 1 x 4 Dam 85 + 1 +15% Damage, -1AP to Fire, -2AP to Reload
35% Machete, Dam 50, 6pts to SlashFigure 4
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Equipment: Electro Optical Scope, Lazer Sight, Demolitions Kit, Holster/Sling x 3
Figure 5
12
The next line down on the character sheet after
Weapons is Equipment shown again in Figure 5.
23.0 EQUIPMENT. Much like the Weapons sec-tion you can put down whatever information you
want about the eqiupment youre carrying. The most
important piece of information being the names and
the amount of eqiupment youre carrying.
23.1 If you are carrying more than one piece of the
same type of equpment, put a x and the number you
are carrying of that item.
23.2 There is no weight limit to how much equip-
ment your character can carry, but use your best
judgement here. A character couldnt carry 100
Structural Componets, but a vehicle could. The equip-
ment section denotes what equipment the character is
carrying on his person, not necessarily all of the stuff
that he owns.
23.3 For more information about equipment, see
Chapter 3, which covers Equipment in greater detail.
The next line down on the character sheet after Eq-
ipment is Skills, show again in Figure 6.
24.0 SKILLS. Skills have a multitude of uses thatare not all to help in combat as some help your char-
acter accomplish a mission or objective. For details
about each particular Skill see the Skills List, Sheet 2.
24.1 Often to use many of the Skills will require
you to do a Difculty Roll, which involves rolling a
D20 and adding that to the ranks that you have with
that Skill along with the modier provided by the
Skills related Attribute. The Difculty Roll may be
an arbitrary number set in the rules or it may have to
beat an opponents Difculty Roll.
24.2 Each Skill has an Attribute that they are asso-ciated with, so the Checks that you will have to do for
those Skills will be helped by the modier provided
by the related Attribute. Note that some low numbers
in some Attributes can give a negative modier
which can make things difcult. The modiers pro-
vided by Attributes can be found on Attributes and
their Bonuses List, Sheet 5.24.3 There are some Skills that dont require you
to invest any points into them as they can be used
untrained, however, putting more points into those
Skills will make you more successful with them.
24.4 Your Character Type restricts how many Skill
Points you can have in a Skill per Character Level.
A Level 1 Skills based Character can have 5 ranks in
any Skill, whereas a Talents based Level 1 character
can only have 3 ranks in any Skills. The Character
Advancement List, Sheet 4 shows the Skill Max for
each Level a character and theres a separate chart for
each Character Type.
24.5 Each character class gets a certain amount of
Skill Points, see the Character Classes, Sheet 1 for
this information for each Character Class.
24.51 A Characters Intelligence Modier is added
to the amount of Skill Points a character gets.
24.6 When you rst make a character, the initial
Skill Points your character gets is the amount they get
for the Character Class that they are plus their Intel-
ligence Modier and then you multiply this numberby 4.
Keep in mind when distributing Skill Points when
you rst make a character you cannot exceed your
Character Types Skill Max restrictions. You may
notice in Figure 6 that the Skills Demolitins, Chemis-
try and Weapon Specialization (Grenade Launchers)
exceed the Skill Max for a Level 1 Skills Based Char-
acter. The reason for this is because of the characters
Special Training: Explosive Ordinance Disposal. That
Special Training adds Skill Points to those specicSkills and because of Special Training are we allowed
to exceed Skill Max Levels. Special Training is key
for a character to specialize in a certain area such as
in Demolitions for this character.
Skills: Demolitions (Explv) 14 + 2, Chemistry (Iint) 14, Spot (Wis) 5, Drive (Dex) 5, Repair (Mech) 5, Sigint
(Int) 5, Decipher (Int) 5, Weapon Specialization (SMGs)(Dex) 5 +1 (I picked this Skill from the Criminal Oc-
cupation), Hide (Stealth) 5 +1 (Also from Criminal Occupation), Weapon Specialization (Grenade Launchers)
(Dex) 15, Weapon Specialization (Explosive Charges)(Dex) 4Figure 6
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Talents: Armour Use (Medium, Heavy), Cautious, Exotic Firearms Use (Grenade Launchers), Grenadier, Gamer
Skills, Smart Weapon, Personal Firearms UseFigure 7
24.61 Every time your character gains a level they
get to add the amount of Skill Points that are equal
to their Character Class Skill Points plus their Intel-
ligence modier.
24.7 Skill bonuses you get from Talents or Occupa-
tions do not count towards the Skill Max for a Skill.
The next and last line on the Character Sheet are
Talents.
25.0 TALENTS. Talents are abilities that you either
have or you dont. Talents arent something that you
can improve in like with Skills. If you want to see
the details of specic Talents look to the Talents List,
Sheet 6.25.1 With most Talents you can only have them
once, unless they have a choice from you to pick
from in which case you can have as many versions of
that Talent as there are choices.
25.11 To use many types of Vehicles, Weapons and
Armor you will need their related Talents, Surface
Vehicle Operation, Water Vehicle Operation, Aircraft
Operation, Exotic Firearms Use, Archaic Weapons
Use, Exotic Melee Weapon Use, and Armor Use.
25.2 Some Talents have prerequisites meaning you
have to get the Talent thats required before you canget the one that you want.
25.3 The Talents that your character has access to is
limited by their Character Class and Subclasses. You
cannot have Talents that are not in your Character
Class or Subclass.
25.4 When you rst make a Level 1 Character you
can pick two Talents in your characters pool of Avail-
able Talents found in either your Character Class or
Subclass.
25.41 When you rst pick your Character Classessubclass you may be Given Talents, which are Talents
you can add to your character, but they dont count
against the rst two Talents you get to pick.
25.5 Talents are gathered three different ways either
by Occupation, Special Training and Levels that your
Character Type advances through. Skills based Char-
acters get fewer Talents than Talents based Charac-
ters, and Moderates based characters t in-between
two two differet Character Types. When a character
gets Talents as they Level up can be found on
character Advancement List, Sheet 4.
25.6 Some Talents are only available through Spe-
cial Training and cannot be obtained any other way.
The Talents that have multiple choices with them are:
Armor Use, which you can choose from Light, Me-
dium or Heavy Armor that youd like your character
to be able to use without suffering penalties.
Combat Sense allows you to get a 5% bonus with
either Melee, Guns or Explosive Weapons. You can
get Combat Sense three times to get a bonus in each
of these categories.
Surface Vehicle Operation only has two choicesWheeled and Tracked Vehicles. Usually lighter
vehicles will be wheeled while heavier vehicles like
tanks are Tracked. Generally most people know how
to drive wheeled vehicles.
Aircraft Operation has several choices when it comes
to operating aircraft and those are Single Jet Engine
Aircraft, Multiengine Fixed Wing Aircraft, Helicop-
ters, Propeller Aircraft, and Spaceship. In order to
pilot all aircraft youd need to get Aircraft Operation
5 times.
Specialized guns requires the Exotic Firearms Use
Talent and the choices there are Sniper Ries, Ma-
chine Guns, Grenade Launchers, Rocket Launchers,
Indirect Fire Weapons. If you use these weapons
without the necessary Talent you suffer -30% Accura-
ccy.
The Talent Weapon Focus allows you to get a +5%
Accuracy with any weapon. This is a Talent youcould get a 100 times, if possible, as there are several
different weapons to choose from and you have to
pick a specic weapon unlike the Weapon Specializa-
tion Skill where you can pick a type of weapon.
The Talent Builder gives you a Skill bonus with two
Skills of either Chemistry, Construction, Tinkering or
Gadgetry.
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14
Chapter 2 Understanding The Equipment List
Theres plenty of equipment in this game and the
list that contain these items requires detailed infor-
mation so that you know what you can do with these
items. Well take a look at Equipment, which you can
nd on the Equipment List, Sheet 7. Equipment helps
your character do a multitude of things. Ill pick an
item from the Equipment List to help explain what
the information provided there means.
The rst item is a 35 mm camera, which is in Figure
10 at the bottom of the page.
37.0 TECH LEVEL. In front of every piece of equ-
piment, vehicle, and weapon will be a number rang-
ing from 1 - 7 followed by a closed bracket ), this is
the Tech Level of the item.37.1 When you play a game you might be stuck in a
certain time period Level 5 Technology is considered
to be during the Vietnam War, while 6 7 would be
Modern such as Today.
37.2 The Tech Level also demonstrates the com-
plexity of the item, which is important when it comes
to trying to create the item with either the Tinkering
or Gadgetry Skill.
37.3 The Tech Level is also a way to organize or
evolve a game as you might want to start your char-
acters off at Level 1 equipment and have them worktheir way to Level 7.
37.4 Some merchants in your game may only have
access to certain Tech Levels of equipment until your
characters become more advanced or meet other
merchants. You can ignore Tech Level completely if
you wish.
38.0 COST. Following the Tech Level and proceed-
ed by a dollar sign ($) is the cost of the item.
38.1 The nancial cost for an item is often an ar-bitrary number that doesnt reect its cost to its real
world counterpart. The nancial costs for items in this
game is based on a relativity system as opposed to
real world pricing.
38.2 The currency you use in the game can be US
Dollars, Euros, Yen, Pesos, etc.
38.21 If you decide to use yen, make sure to add
two zeroes to the price of everything as 1 yen is
closer to one cent, as 100 yen is usually closer to a
dollar.
38.22 Currently the Euro is stronger than the USD,
but I have no idea what the currency conversion
would be on that one, use your best judgement.
38.3 If you have issues justifying the cost of items,
then knock off 50% of the price and say that you
bought it used. You should probably not sell items for
more than the price thats listed with an item unless
its rare or used by a celebrity.
39.0 ITEM NAME. Following the cost of the item
is the actual name of the Item. Armor and Ammuni-
tion are not organized in the same way as they tend to
list the name second, and then the item details fol-
lowed by the cost in the last column.
40.0 COMPONENT COST. Each piece of equip-
ment can be constructed so long as you have the
necessary pieces and the required Skill Ranks.
40.1 There are four Component Types, Structural,
Electronic, Mechanical and Chemical. Most equip-
ment will be made from Mechcanical or Electronic
Components. The Components can be found under
Professional Equipment on the Equipment List if you
want to buy them.
40.11 Making equipment also requires the SkillTinkering for Mechcanical items, Gadgetry for Elec-
tronic items and Chemistry for Chemical items. See
each of these Skills on the Skill List, Sheet 2 for how
to make items.
You might want to make components available in
a game by placing them on the tactical map so that
when the battle is over the players can nd them as
part of the loot they acquire.
In a combat game a camera might not make sense,
but then you may get a mission to conduct recon-
naissance of an enemy base and they want you to use
the camera to take pictures. The Special Operations
Group (SOG) in Vietnam had that as one of their mis-
sion objectives on numerous occasions.
5) $1100 35mm Camera 40 Electronic Components
You can take pictures, holds 40 shots with each roll of lm, costs 3 AP to use camera to take a picture.Figure 10
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15
Heres some GI JOE gear, we have computers, then long range radios and night vision equipment.
41.0 ITEM FUNCTION. Underneath the name of
the item is the actual function of item. Some items
may require Action Points (AP) to use them, while
other items may be required to use a Skill or to help
you get a Skill bonus.
41.1 Equipment will have various functions de-
pending on what the item is. The Equipment List is
the best way to get acqauinted with what each item
can do.
42.0 VEHICLE ACCESSORIES. Vehicle accesso-
ries are one of the sections on the equipment list. Ve-
hicle accessories are different from other equipment
in that you install the accessories onto vehicles and
they become part of that vehicle. This is described
in their Item Function. If the vehicle with the acces-
sories is destroyed then the accessories are destroyed
too.
43.0 WEAPON ACCESSORIES. Weapon acces-
sories are one of the section on the equipment list.
Weapon accessories are different from other equip-
ment in that you install the accessories onto weapons
so if that weapon is dropped or lost, then the accesso-
ries attached to that weapon are lost too.
43.1 Holsters are attached to your character not the
weapon itself so they would not be lost if you lost
your weapon.
43.2 Explosive Charges have various detonatorsattached to them in order to make them functional. An
explosive charge without a detonator is useless.
44.0 AMMUNITION. You buy ammunition by the
box for whatever type of ammunition your weapon
uses. Sample ammunition types are shown in Figure
10.
44.1 On the Weapons List, Sheet 8, each weapon
lists the ammunition it uses, if it uses ammunition.
You can then purchase ammunition by looking at the
Equipment List.
44.11 The Cost of ammunition is for every 1 of
whats listed to the right. For bullets you can usually
buy a box, but for missiles and bombs you have to
pay for each one individually.
44.2 With explosive weapons there are different
types of ammunition, such as High Explosive (HE),
Anti-Tank (AT) and Thermobaric.
44.21 High Explosive ammunition does 20% more
damage to infantry, so when you are calculating to
see how much damage is done to a character you addthe 20% as though your character had an extra 20
Explosive Attributes.
44.22 The Anti-Tank ammunition is handled the
same way in terms of adding 20% damage, only that
it does damage to surface vehicles only, not aircraft.
44.23 Thermobaric bombs do 40% extra damage to
infantry and 10% extra damage vehicles.
44.3 40mm Grenades can be found on the Weapons
List, Sheet 8 and not here on the Ammunition List.
If youre on a budget keep in mind what types of am-munition your weapons are using that way you only
have to buy a few different types of ammunition.
12 gauge Cost $600 100/box
Napalm Canisters Cost $750 6/clip
Level 1 HE Missile/Rocket Cost $900 1 missile, +20% Damage against InfantryFigure 10
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Medium Armour, Required Strength 35 otherwise character suffers -50% AP
5)Kevlar Vest Tactical (T)45%/35% -2 $2500Figure 10
45.0 ARMOR. Armor is important as it helps
prevent damage to your characters. When you take
damage your armor prevents a percentage of it from
doing harm to you depending on where your charac-
ter was targeted. The list of all the different kinds of
armor can be found on the Equpment List, Sheet 7 at
the very end.
45.1 On the equipment list for armor, the 1st Col-
umn shows the name of the armor. The Tech Level of
the armor is displayed next to the name before the ).
45.2 The 2nd Column shows the armor type. The
armor types are Impromptu, Archaic, Concealable,
Tactical, Poncho, Overcoat, Pants and Helmet.
45.21 Impromptu armor is armor that isnt really
armor at all but something that provides basic protec-
tion to the wearer.
45.22 Archaic armor are older types of armor usu-
ally used to provide protection against Melee weap-ons and archaic ranged weapons like bows and cross-
bows. The armor percentages listed on the Armor List
are the protection values it provides against modern
weapons. When archaic weapons are providing
protection against melee attacks and archaic ranged
weapons then they provide double the armor. Chain-
mail provides 20% Armor normally, but it would be
40% if the attacker was wielding a sword.
45.23 Concealable armor is worn underneath
regular clothing so that people dont realize that its
actually there. Concealable vests usually only protectthe Torso, but not the arms.
45.24 Tactical armor usually provides protection to
both the Torso and Arms. Tactical armor is the only
kind of armor that can have attachments. Those Tacti-
cal Vests that say no plates cannot have Ceramic
Plate attachments.
45.241 The Tactical Armor Webbing can be worn
over any other type of armor, but it provides no pro-
tection.
45.25 Poncho and Overcoats are similar in thatthey can be worn over other any other type of armor.
Overcoats help to hide items inside them, while the
Ponchos usually help to hide the wearer.
45.26 Pants are to protect the Legs. They do require
an Armor Use Talent like Torso armor.
45.27 Helmets are to protect the Head. They do not
require an Armor Use Talent unlike Torso Armor and
Pants.
45.2The 3rd Column shows the armor percentage
protection that is provided and where. Armor protects
three different parts of the body. Torso armor, repre-
sented by a T, Head Armor represented by a H and
Leg Armor represented by an L.
45.21 Most types of Torso armor, but not all, pro-
vide protection to the arms as well. Usually the armor
for the arms is the second number following a slash /.
The example in Figure 10 has 45% protection for the
Torso and 35% protection for the Arms.
45.3 The 4th Column shows the AP penalty. Several
different kinds of armor have an Action Penalty to the
wearer, which reduces the amount of Action Points
your character can generate per turn. See the Armor
List at the end of the Equipment List, Sheet 7 for the
penalties each armor has.45.4 There are four different classes of Armor. Ba-
sic Armor, Light Armor, Medium Armor and Heavy
Armor. Wearing a certain class of Armour (other than
Basic) requires either the related Armour Use Talent
or sufcient Strength in order wear them without suf-
fering a further Action Point Penalty.
45.5 The 5th column shows the cost of the armor.
Generally the better the armor the more expensive it
is.
Armor protects the wearer in a very simple way. Ifsay 50 damage was dealt to your characters torso and
he was wearing a Kevlar Vest, then your character is
protected by 45% of that damage. Which means only
55% of the original damage is dealt to the character.
50 x .45 = 22.5. We would round up to the nearest
whole number here, because the decimal is .5 and
higher. So our character would take 23 points of dam-
age.
46.0 GRAPPLING HOOKS. Grappling Hooks aresort of like a weapon because they have an Accuracy
and you launch them at things, but they arent used to
do any damage.
46.1 Grappling hooks can only attach to railings,
banisters, walls, roofs, trees, arches, etc. Anywhere a
hook can hold onto something is where you can use
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it. Smooth at surfaces are not something that you
can use a grappling hook on.
46.11 A magnetic grapple or Maghook attaches to
anything made out of metal including at surfaces,
which would be useful in cities or metal environ-
ments.
46.2 You add your Dexterity to the accuracy of the
Grapple and then roll a d20 and look to the Combat
Table, Sheet 9.
46.3 There are three conditions that could make
grappling more difcult providing negative modiers
to your Grappling Hook rolls:
railings, banisters, bar shaped things 0%
trees, walls, arches, lots of cover -10%
roofs, almost at surfaces with some traction -15%
Since we havent looked at Combat yet, well use anexample. A Character with a Dexterity of 30 is using
a 4 Hook Grapple, which has an Accuracy of 25%.
We combine the Dexterity with the Accuracy, giv-
ing us 55%. However, were trying to use our Grap-
pling Hook onto a tree branch, which will require
us to -10% from our Accuracy, leaving us with only
45%. Then if you look to the Combat Table, Sheet
9 the rst column deals with Accuracy the second
with Damage. We only deal with the rst column
with Grappling Hooks. 45% in the rst column of the
Combat Table has a 8 next to it. That means that inorder to be successful you need to roll a 8 or less with
a d20.
Heres Snake-Eyes making use of the Grappling Hook.
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18
Chapter 3 Understanding The Weapons List
This chapter covers weapons. As it was mentioned
earlier, you can nd all weapons on the Weapons List,
Sheet 9. Were going to look at each of the weapon
types from guns to explosive weapons to melee weap-
ons.
47.0 GUNS. Guns are broken up into several types
which are: handguns, submachine guns, shotguns,
ries, assault ries, sniper ries, and machine guns.
An example gun is located below in Figure 11.
47.1 To use Sniper Ries or Machine Guns without
suffering a -30% Penalty you need the Exotic Fire-
arms Use Talent with either Sniper Ries or Machine
Guns as your choice. All other guns do not require a
Talent for a character to use them.
47.2 To do more damage with guns your characterwill need the Marksmanship Attribute.
48.0 TECH LEVEL. Weapons like equipment, are
part of the Tech Level system too. See section 37.0
for more details about Tech Level.
49.0 WEAPON NAME. Each gun has a unique
name to identify it. Often as part of the name, the
manufacturer is also included. HK and FN for in-
stance are common examples.
50.0 SIZE CATEGORY. Each weapon ts into a
size category from Tiny to Gargantuan.
50.1 Tiny to Medium sized weapons can be used
one handed, which means that you can wield two of
them at the same time.
50.2 A character can only carry 2 Large Weap-
ons and 1 Medium Weapon at a time. Two Small
Weapons equal one Medium Weapon, and 2 Me-
dium Weapons equal one Large Weapon. One Large
Weapon and One Medium Weapon equals one Hugeweapon.
50.3 The smaller the gun is the easier it is to con-
ceal. Weapons that are Large or bigger have a penalty
to make them harder to hide. See the Skill, Sleight of
Hand for more informaton on concealing weapons on
the Skills List, Sheet 2.
51.0 BASE ACCURACY. Each weapon has its own
Base Accuracy.
52.0 DAMAGE. Next to Accuracy comes the
weapons Base Damage.
53.0 COST. The last line in the top right is the Cost
of the weapon. The Cost of weapons do not reect
their real world counterparts, but rather are arbitrary
numbers based on the relativity system for this game.
54.0 WEAPON RANGE. Guns and Bows will havethree ranges, while Melee weapons only have one.
Guns have an Optimal Range a Point Blank Range
and an Extreme Range.
54.1 Optimal Range is broken up into three range
groups of measurements. The rst is the ideal range
to re the weapon at without incurring any Accuracy
6) Glock 17/18 (small) Accuracy 10% Damage 38 Cost $600
Optimal Range 1-4in. 4-7in -5%. 7-9in -10%. 4pts to re at Optimal and farther
Point Blank Range 0.5-1in +10% Acc 3pts to re at Point Blank
For every additional 0.5in beyond 9in: -5% Accuracy and +1 AP. Stamina Damage 3
8pts for Burst Fire with 5 rounds -20% Accuracy. Glock 17 cannot burst, Glock 18 can.
20 9mm bullets in magazine. CN: 160M 4 Jams
Gun itself is made of plastic/ceramic parts. There are no metal parts, undetectable by metal detector.Figure 11
The Glock 17/18 is actually supposed to be two dif-
ferent but similar guns, the Glock 17 and the Glock
18. The difference between the two guns is that theGlock 18 can burst re while the Glock 17 cannot.
The Glocks three
weapon Ranges are
1-4in, then 4-7in and
nally 7-9in. Firing ata target thats between
4-7 inches away will
cause you to suffer a
-5% Accuracy Pen-
alty. At 7-9 inches you
would suffer -10%.
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penalties or benets. The second range group suffers
-5% Accuracy and the third range group suffers -10%
Accuracy.
54.2 Point Blank Range is generally very short, but
you gain a +10% Accuracy bonus when ring your
weapon at this range.
54.3 You can push most guns beyond the limit of
their Optimal Range this is called ring at Extreme
Range, but doing so usually incurs more Accuracy
penalties and higher Action Point cost. You can also
Burst Fire at Extreme Range, but suffer the same ad-
ditional Accuracy Penalties and Action Point Cost.
55.0 ACTION POINT COST. Every weapon varies
in the amount of Action Points it costs to re. Each
weapon will say pts, meaning Action Points.
55.1 There is a different cost in Action Points
whether you are ring at Optimal Range or at PointBlank Range.
55.11 Firing at Point Blank Range is generally less
pts (Action Points) to re because the shooter is so
close to their target they dont need to spend as much
time aiming in order to ensure that they hit their
target.
55.2 It Costs an additional Action Point for every
additional set of inches you try and re a ranged
weapon beyond Optimal Range into Extreme Range.
Some weapons have a low increment like 1 inch,
while others have a higher increment like 4. Gener-ally the smaller a weapon is the shorter range its sup-
posed to have.
56.0 BURST FIRE. Some guns are able to Burst
Fire, but not all. Burst Firing is shooting out a bunch
of bullets at a cheaper Action Point cost, but you suf-
fer an Accuracy Penalty.
56.1 Machine Guns are the ideal Burst Fire weap-
ons, as they have higher single re shots than most
guns.
57.0 STAMINA DAMAGE. Each character has
Health points from their Health Attributes, but they
also have Stamina Hit points too. A Characters
Stamina hit points are equal to their Strength plus
their Health divided by 2.
57.1 Stamina Damage is not affected by Markman-
ship like regular damage. Whatever Stamina Damage
a weapon inicts is the Stamina Damage that will be
inicted to the target.
57.2 Stamina Damage is also unaffected by Armor.
So, however, much armor a character wears they will
take the same amount of Stamina Damage.
57.3 If a characters Stamina falls below 0 then they
fall unconscious.
57.4 Stamina call fall into the negatives, but not
further than -20. If a character has -20 Stamina they
dont die or go into a coma, they just have to wait
while their Stamina is replenished.
58.0 AMMUNITION. At the bottom of each weap-
on it will say what kind of ammunition it has and how
it takes in bullets.
58.1 The different types of ways that guns get load-
ed with ammunition either with a magazine, revolver
or theyre reloaded internally. It takes a different
amount of Action Points to reload each different type.Look to Action List, Sheet 12 to nd out the AP cost.
58.12 Drums are essentially the same thing as
magazine at least in reload cost.
58.2 In the real world several magazine fed weap-
ons, can get special magazines for 100 or 200 bullets.
If you want your weapons to have special magazines
then by all means feel free.
59.0 COMPONENT COST (CN). Each weapon like
each piece of equipment has a Component Cost if you
wish to make that weapon with the Tinkering Skill.59.1 If there is an M next to the number that means
you need Mechanical Components.
59.2 If there is an E next to the number that means
you need Electronic Components as well as the Gad-
getry Skill to make that weapon.
60.0 WEAPON JAMS. Only guns and explosive
weapons can jam. The number in front of the word
Jams is the amount of times that a weapon can Jam
before it breaks the weapon.60.1 When a weapon is broken then a character
with the Repair Skill needs to spend 15 AP to x it in
order for the weapon to become operable again.
61.0 SPECIAL WEAPON FEATURES. Some
weapons have special features, which are usually
written out.
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Some special features for weapons include being
made out of non-metal parts making them easy to
sneak past metal detectors. Some weapons add ad-
ditional damage to heavily armored targets. Other
weapons may have built in attachments like grenade
launchers. With weapon attachments like the M203
or a Remington M870 you dont have to pay Action
Points to switch back and forth between weapons as
theyre all attached to one weapon. Well you couldnt
attach both a Remington M870 and an M203 to the
same weapon as they wouldnt t.
Now that weve looked at a gun its time to look at
Explosive weapons.
62.0 EXPLOSIVE WEAPONS. There are several
different types of explosive weapons which are: gre-
nade launchers, rocket launchers, grenades, indirectre weapons, and explosive charges.
62.1 To use grenade launchers, rocket launcher and
indirect re weapons requires that you have an Exotic
Firearms Talent and select the explosive weapon you
wish to use. Otherwise you will suffer a -30% Accu-
racy penalty.
62.2 To do more damage with explosive weapons
your character will need the Explosive Attribute.
63.0 TECH LEVEL. Weapons like equipment, are
part of the Tech Level system too. See section 37.0for more details about Tech Level.
64.0 WEAPON NAME. Each weapon has a unique
name to identify it. Often as part of the name, the
manufacturer is also included. Milkor and HQ for
instance are common examples.
65.0 SIZE CATEGORY. Each weapon ts into a
size category from Tiny to Gargantuan.
65.1 Tiny to Medium sized weapons can be usedone handed, which means that you can wield two of
them at the same time.
65.2 A character can only carry 2 Large Weapons
and 1 Medium Weapon at a time. Two Small Weapons
equal one Medium Weapon, and 2 Medium Weapons
equal one Large Weapon. One Large Weapon and
One Medium Weapon equals one Huge weapon.
66.0 BASE ACCURACY. Each weapon has its own
Base Accuracy.
67.0 DAMAGE. Next to Accuracy comes the
weapons Base Damage.
67.1 Grenade Launchers unlike other Explosive
weapons do not have a damage number, but instead
say see grenade. Each 40mm grenade has its own
damage rating, if it does damage. There are Smoke
grenades and Tear Gas Grenades that dont do actual
damage.
68.0 COST. The last line in the top right is the Costof the weapon. The Cost of weapons do not reect
their real world counterparts, but rather are arbitrary
numbers based on the relativity system for this game.
69.0 WEAPON RANGE. Explosive weapons will
have two ranges. Explosives weapons have an Opti-
mal Range and Point Blank Range. Unlike guns they
do not have a Extreme Range and instead are only
able to be red to a certain distance.
69.1 Optimal Range is broken up into three range
groups of measurements. The rst is the ideal rangeto re the weapon at without incurring any Accuracy
penalties or benets. The second range group suffers
-5% Accuracy and the third range group suffers -10%
Accuracy.
69.2 Point Blank Range is generally very short, but
you gain a +10% Accuracy bonus when ring your
weapon at this range.
69.3 Grenades also have a maximum range un-
less the character throwing them has Atrributes in
Strength, in which case they can extend the throwingrange of grenades. You extend the range of throwing
a grenade further by standing up as you only need 2
Strength Attributes to get an extra inch. Throwing
6) Milkor MGL (large) Accuracy 40% Damage (see grenade) Cost $7500
Optimal Range 3-10in. 10-15in -5%. 15-20in -10%. 10pts to re at Optimal Range
Point Blank Range 0.5-3in +10% Acc 8pts to re at Point Blank
Cannot re beyond 20in. Stamina Damage N/A
6 40mm grenades per grenade magazine. CN: 1600M 4 JamsFigure 12
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while crouching requires 5 Strength for every inch
and throwing while laying down requires 10 Strength
for every inch.
70.0 ACTION POINT COST. Every weapon varies
in the amount of Action Points it costs to re. Each
weapon will say pts, meaning Action Points.
70.1 There is a different cost in Action Points
whether you are ring at Optimal Range or at Point
Blank Range.
70.11 Firing at Point Blank Range is generally less
pts (Action Points) to re because the shooter is so
close to their target they dont need to spend as much
time aiming in order to ensure that they hit their
target.
71.0 STAMINA DAMAGE. Each character has
Health points from their Health Attributes, but theyalso have Stamina Hit Points too. A Characters Stam-
ina hit points are equal to their Strength plus their
Health divided by 2.
71.1 Stamina Damage is not affected by Explosives
like regular damage. Whatever Stamina Damage a
weapon inicts is the Stamina Damage that will be
inicted to the target.
71.2 Stamina Damage is also unaffected by Armor.
So, however, much armor a character wears they will
take the same amount of Stamina Damage.
71.3 If a characters Stamina falls below 0 then theyfall unconscious.
71.4 Stamina call fall into the negatives, but not
further than -20. If a character has -20 Stamina they
dont die or go into a coma, they just have to wait
while their Stamina is replenished.
71.5 Grenades unlike other Explosive Weapons do
not have a damage number, but instead say N/A,
which means to see grenade. Each 40mm grenade has
its own Stamina Damage rating, if it does Stamina
Damage.
72.0 BLAST RADIUS. As explosive weapons are
explosive they have a radius in which they inict
damage rather than only a targeted individual.
72.1 A Blast Radius could be anywhere from 1 inch
to 5 inch.
72.2 A Radius is half the distance between the edge
of the circle to the center of the circle. When deter-
mining what targets are within the blast radius mea-
sure from the where the explosive whent off as that
would be the center of the circle.
72.3 Grenade Launchers unlike other Explosive
weapons do not have a Blast Radius as the Blast Ra-
dius depends on the 40mm grenade thats using. Only
the HE, Thermobaric and Flashbang have a typical
Blast Radius while the gas grenades work differently.
72.4 Smoke, Tear Gas and Mustard Gas grenades
blast radius grows per turn. The Blast Radius when
the grenade is rst used starts at 2 inches then every
turn it spreads 1 inch outward for a total of 15 turns.
72.41 The Smoke from Smoke Grenades are harm-
less as Smoke Grenades are meant only as a means
to cover movement. You can shoot through the rst
5 inches of Smoke, but you receive a -10% Accuracy
penalty. You cant shoot past 2.5 inches of Smoke.
72.42 With Tear Gas, if a character is within the
Tear Gas without a gas mask they suffer 16 Stamina
Damage per turn. If they fall unconscious in the gasthen they cannot get up until the gas dissipates or
someone puts a gas mask on them.
72.43 With Mustard Gas, if a character is within the
gas without a gas mask they suffer 20 Damage per
turn and 18 Stamina Damage. If they fall unconscious
in the gas then they cannot get up until the gas dissi-
pates or someone puts a gas mask on them.
72.5 Explosive Charges like C-4 and TNT can blow
up a hole in a wall. The width of the hole would be
twice the blast radius (ie diameter) of the charge.
73.0 AMMUNITION. At the bottom of each weap-
on it will say what kind of ammunition it takes.
73.1 Explosive Weapons are all reloaded internally,
so it costs 15 AP to reload all Explosive Weapons, ex-
cept for thrown grenades, which dont have a reload
cost.
73.2 Explosive Weapons unlike guns (in this game)
have different kinds of munitions. The three different
types of explosives are High Explosive (HE), Anti-
Tank Explosives (AT) and Thermobaric Explosives.73.21 High Explosives (HE) does an extra 20%
damage to infantry targets only.
73.22 Anti-Tank Explosives does an extra 20%
damage to land vehicles, not aircraft or boats,
73.23 Thermobaric Explosives do an extra 40%
damage to infantry targets and 10% extra damage to
all vehicles.
74.0 COMPONENT COST (CN). Each weapon like
each piece of equipment has a Component Cost if you
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wish to make that weapon with the Tinkering Skill.
74.1 If there is an M next to the number that means
you need Mechanical Components.
74.2 If there is an E next to the number that means
you need Electronic Components as well as the Gad-
getry Skill to make that weapon.
75.0 WEAPON JAMS. Only guns and explosive
weapons can jam. The number in front of the word
Jams is the amount of times that a weapon can Jam
before it breaks the weapon.
75.1 When a weapon is broken then a character
with the Repair Skill needs to spend 15 AP to x it in
order for the weapon to become operable again
76.0 ATTRIBUTE REQUIREMENTS. Some
weapons have special requirements, usually a certain
amount of Strength and Markmanship or ExplosiveAttributes, otherwise you would be unable to wield
the weapon.
77.0 INDIRECT FIRE WEAPONS. Indirect re
weapons are unique among explosive weapons as
they do not need to see their target in order to hit their
target.
77.1 The wielder of an Indirect Fire Weapon can get
a re order from one of their comrades over the radio
to blast a certain area even if they do not have a clear
line of sight to the target.77.2 Indirect Fire weapons are able to re over
obstacles in order to hit targets. Grenade Launchers
can be used to re over small walls or through win-
dows, but Indirect Fire weapons can re over hills
and buildings.
77.3 On the Weapons List, Light, Medium and
Heavy Cannon are listed as Indirect Fire weapons,
but they may not always be Indirect Fire weapons,
especially if theyre mounted on a Main Battle Tank.
If that same cannon were mounted on a wheeled
artillery, then it would be capable of Indirect Fire.
Indirect Fire weapons need to be able to point their
barrels up in the air in order to get the high trajecto-
ries that make them Indirect Fire weapons.
The last weapons to talk about are melee weapons.
78.0 MELEE WEAPONS. There are three differ-
ent types of Melee Weapons, basic Melee Weapons,
Archaic Weapons, and Exotic Melee Weapons.
78.1 To use Archaic Weapons or Exotic Melee
Weapons requires that you have the necessary Talent.
78.11 The Bow and Crossbow in the Archaic
Weapon section are ranged weapons and use Marks-
manship for Damage instead of Strength. Treat those
ranged weapons like guns.
78.2 To do more damage with melee weapons your
character will need the Strength Attribute.
79.0 TECH LEVEL. Weapons like equipment, are
part of the Tech Level system too. See section 37.0
for more details about Tech Level.
80.0 WEAPON NAME. Each weapon has a unique
name to identify it. Melee weapons dont have the
manufacturer as part of their name.
81.0 SIZE CATEGORY. Each weapon ts into a
size category from Tiny to Gargantuan.81.1 Tiny to Medium sized weapons can be used
one handed, which means that you can wield two of
them at the same time.
81.2 A character can only carry 2 Large Weap-
ons and 1 Medium Weapon at a time. Two Small
Weapons equal one Medium Weapon, and 2 Me-
dium Weapons equal one Large Weapon. One Large
Weapon and One Medium Weapon equals one Huge
weapon.
2) Combat Knife (small) Accuracy 30% Damage 55 Cost $100
5pts to Slash Optimal Range 0.5in CN: 40M
7pts to Stab +35% Damage -10% Accuracy
11pts to Throw. Range 5in +1 inch for every 5 Strength when standing. Stamina Damage 12Figure 13
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81.3 The smaller the weapon is the easier it is to
conceal. Weapons that are Large or bigger have a
penalty to make them harder to hide. See the Skill,
Sleight of Hand for more informaton on concealing
weapons on the Skills List, Sheet 2.
82.0 BASE ACCURACY. Each weapon has its own
Base Accuracy.
83.0 DAMAGE. Next to Accuracy comes the
weapons Base Damage.
83.0 COST. The last line in the top right is the Cost
of the weapon. The Cost of weapons do not reect
their real world counterparts, but rather are arbitrary
numbers based on the relativity system for this game.
84.0 WEAPON RANGE. Melee weapons have onlyone range unless they have a special attack option
such as being thrown.
84.1 You have to be within the weapons range in
order to use it.
85.0 ACTION POINT COST. Every weapon varies
in the amount of Action Points it costs to re. Each
weapon will say pts, meaning Action Points.
85.1 There is a different cost in Action Points for
other attack types. Many bladed weapons will give
you the option to Slash or Stab. Knives can even bethrown.
86.0 SPECIAL MELEE ATTACKS. Melee weap-
ons have different attack types. Bladed weapons for
instance can slash and stab. Knives can be thrown.
86.1 Special Melee Attacks usually cost more in
Action Points, but make up for it with extra Damage
or Accuracy.
86.2 Most knives can also be thrown for a higher
Action Point Cost. Once you throw a knife you haveto go retrieve it before you can use it again.
86.21 Knives have a basic range that can usually be
extended by having more Strength Attributes. Unlike
with Grenades the range is only extended when you
are standing up not crouching or laying down. This
rule is only for regular knives, not throwing knives.
87.0 STAMINA DAMAGE. Each character has
Health points from their Health Attributes, but they
also have Stamina Hit Points too. A Characters
Stamina hit points are equal to their Strength plus
their Health divided by 2.
87.1 Stamina Damage is not affected by Strength
like regular damage. Whatever Stamina Damage a
weapon inicts is the Stamina Damage that will be
inicted to the target.
87.2 Stamina Damage is also unaffected by Armor.
So, however, much armor a character wears they will
take the same amount of Stamina Damage.
87.3 If a characters Stamina falls below 0 then they
fall unconscious.
87.4 Stamina call fall into the negatives, but not
further than -20. If a character has -20 Stamina they
dont die or go into a coma, they just have to wait
while their Stamina is replenished.
88.0 COMPONENT COST (CN). Each weapon like
each piece of equipment has a Component Cost if youwish to make that weapon with the Tinkering Skill.
88.1 If there is an M next to the number that means
you need Mechanical Components.
89.0 SPECIAL WEAPON FEATURES. Some
weapons have special features, which are usually
written out.
89.1 Makeshift Spears and Reinforced Spears for
instance can impede enemy movement. This is espe-
cially effective in tight quarters melee where a Spear
can keep the opponents at bay and make it impossiblefor them to get around to ank the Spearman.
Stalker here would have 9/10s cover because the door is only
open wide enough for him to shoot through.
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Chapter 4 Equipping the Example Character
This chapter will look at equipping the example
character that weve been examing throughout this
manual. This chapter is meant to help players get an
idea on how to equip their characters, there are no
actual rules introduced in this chapter.
Theres a number of different ways to decide what
equipment to give your characters. If youre playing
something in the post-apocalyptic setting you might
want to only make items with the number 1 in front
of them available as those are the low tech items. As
the numbers get higher the equipment gets more so-
phisticated, which essentially means better. If youre
playing a game set in the Vietnam era you would
want to stick to Tech Level 5. Modern day and future
conicts would involve Tech Level 6 - 7 gear.Each item in this game has a price value at-
tached to it so if you gave your character a budget of
$10,000 to spend on weapons and equipment, which
Ive found to be a good average. If you create a team
of 4 characters then you might want to increase your
budget to $50,000. A lot of money will be particularly
needed for specialized weapons.
Lets get back to the character we made, which
was an Explosive Ordinance Disposal Intelligence
Class Character. The Weapon Specialization Skillthat we emphasized in was Grenade Launchers and
Submachine Guns (SMGs). A particularly effective
but inexpensive Grenade Launcher is the M79, which
youll nd under the Grenade Launcher section of the
Weapons List, Sheet 8. As you can see the M79 will
cost us $1200, which taken from our $10,000 takes us
down to $8800.
Next well need to get some 40mm grenades for
our M79, which will be on the next page. There you
can see that we can buy a variety of grenades fromHE, to Thermobaric, but the Thermobaric ones are
really expensive. Why dont we buy 4 HE grenades
at $400 a piece so $1600 in total and well take that
from our $8800, bringing us down to $7200.
We also need to get a regular gun as well and since
we specialized in Submachine Guns, it would be ap-
propriate to get one of those. As much as I would like
to buy a P90, it costs a lot to get one $5200, and thats
well more than we should spend. The MP5 is a decent
price and provides a reasonable amount of Accuracy
and Damage. Why dont we buy the MP5 for $2500,
which will bring down our cash total to $4700. We
still need to buy ammunition for the MP5.
The MP5 uses 9mm bullets which youll see at the
bottom of the description for the MP5. An MP5 can
t 30 rounds in it at one time via a magazine. Am-
munition can be found near the end of the Equipment
List, Sheet 7. As youll see a box of 150 9mm bullets
will cost us $400, we should only need one box and
thatll bring our total money to $4300. As our MP5
can t 30 round magazines in it, wit