By Ken van Pelt
Character Generation:
Hand to Hand Skill Tactical Skill Espirit de Corps Stamina Combat Skill is the use of infantry tactics to engage targets with ranged weapons. The ability rating is created by rolling 1D6 and adding the score to the base number of 6. You will generate a number between 7 and 12. This skill may be added to if the Tactical profile of the Corps character mentions marksmanship, or special training in armed fighting skills. The score may be increased by 1 or 2 points if the Profile is applicable. Hand to Hand combat skill is the infantry tactic of engaging an enemy target at close quarters or through physical force. You will generate this skill number by rolling 1D6 and adding the score to the base number of 6. This will generate a number between 7 and 12. This skill may be increased by 1 or 2 points if the Tactical profile specifically mentions increased ability in hand to hand combat training or martial arts skills. Tactical Skill is the ability to lead troops and make battlefield decisions under all forms of duress. This skill is generated by rolling 1D6 and adding the score to the base number of 6. Tactical skill may be increased by 1 or 2 points for all other Profile abilities that relate to leadership or decision making skills Espirit de Corps is the ability to succeed when the odds are stacked against you. The fighting spirit or will to endure is generated by rolling a 1D6 and adding the score to the base number of 6. Espirit de Corps cannot be augmented by any Profile skills mentioned on the characters card. You will generate a number between 7 and 12. Stamina is the number used to describe the current condition of the Corps character in combat. Stamina is generated by rolling 2D6 and adding the score to the base number of 12. You will generate a number between 14 and 24. Stamina may be augmented by adding 1 or 2 points from Profile descriptions that describe physical toughness or endurance. How the Character skill ratings are used in the game. This role-playing game is based on a standard six sided die. 1D6 refers to rolling one regular die and using the score rolled. 2D6 uses two die and adds the score of both die together. When you want your Corps character to perform an action in the game you will be asked to roll dice for the action or enemy troops and roll dice for the Corps figure and compare the scores. High die rolls are successful and the low die roll is failure. Combat Skill die roll example: Your character Hammer is attempting to fire his rifle at an enemy soldier. Hammer's Combat skill is 10. The enemy has a Combat Skill of 8. Roll 2D6 for each and compare the scores. Let us assume that Hammer rolls 9 on 2D6 and the enemy rolls 4. When these scores are added to the figures Combat skill Hammer has a total of 19 and our enemy has scored 12. Hammer's score is higher so he has hit the enemy troop with rifle fire. Scores that tie have no effect and if Hammer would have scored lower than the enemy then he would have been hit by the enemy's weapon. When our Corps characters engage in combat with enemy troops there are often multiple targets. Roll for all figures engaged in the firefight and compare from highest to lowest. The side that scored the highest die roll is successful and that side gets to apply all weapon damage to the other side's figures in order from highest to lowest. This is to represent pinning fire and suppression of the target force. As a gaming mechanic we will describe a firefight with enemy troops as 3 rounds of weapon fire. The first is at long range or initial contact. The second round represents tactical engagement and battlefield maneuver. The third round represents overrun. After the third round of ranged combat Corps figures can engage in Hand to Hand combat. Hand to Hand Combat Skill example: Hammer has fought a stubborn group of enemy terrorists for three rounds. In our firefight he has worked himself into a position where he can assault the enemy troops. If the player decides he can opt. to attack the enemy troops with the HTH Skill of Hammer if this would be to his advantage. The player may also opt to continue the firefight with his Combat Skill. Hammer has a HTH Skill of 11. This is a little higher than his CS rating so he decides to engage the enemy in HTH. He rolls a 8 on 2D6 and his score is a 19. The enemy troops roll 16, 18, and 24! Compare the score and note that Hammer has been outscored!! The enemy troops do damage to Hammer. The 24 score hits Hammer. The 18 and 16 do not. Tactical Skill die roll example: Hammer is leading the Corps team up the side of a mountain trail in the Jungle. His Tactical skill is needed to get the team to their Landing Zone for an evacuation after a mission. The game description calls for a Tac Skill roll vs. 16. Roll 2D6 and add Hammer's skill. Hammer has a skill of 10. Roll 2D6 and add the 16 for the difficulty of the trail. Compare the two rolls. If Hammer has done his job well the team will reach the LZ on time! Espirit de Corp die roll example: The fighting spirit of Corp team members can sometimes prevail in very difficult conditions. This Character trait allows the player to change his die rolls when things go bad. Every time you fail in a die roll situation you have a chance to change your luck by re-rolling the die roll. This is a judgement call and sometimes may not be the best course of action. Consult the Characters Espirit de Corps number. If you can roll 2D6 and score below or equal to the number you may use this "fighting spirit" to re-roll the die in whatever action was going against you. The penalty is that each time you use a Character's Espirit de Corps attribute you must deduct it by 1 point. Eventually you will press your luck too many times and if you fail in a Espirit de Corps die roll check the negative condition you were trying to avoid is doubled!! Be careful out there! Stamina Attribute use: When you are hit by enemy weapons you will deduct damage totals from your Stamina. Certain mission conditions will cause fatigue which is deducted from your Stamina. When your Stamina reaches 0 you are out of the game. Back to Table of Contents Penny Whistle #50 Back to Penny Whistle List of Issues Back to MagWeb Master Magazine List © Copyright 2000 by Lion's Den Publications. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |