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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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    4

    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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    5

    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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    6

    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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    7

    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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    10

    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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    13

    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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    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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    16

    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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    17

    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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    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