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Project Nemesis

Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
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[Martial Path] Advanced Tactical Squad Training PDF Print E-mail
Written by CodexArcanum   
Wednesday, 21 May 2008

The difference between a warrior and a soldier, is that a soldier stands with his fellow soldier's as part of a force greater than himself. This path allows a person to work with 1 to 3 similarly trained allies to create an unstoppable energy. These techniques all require at least one ally who also knows them, and they are linked to the Tactics skill. All techniques stack. 

Advanced Tactical Squad Training

Four-Point Tactical Formation
One of the earliest tricks trainees pick-up is how to move. Diamond formation keeps all sides covered and all members in positions to maximise effectivness. All characters are aware of what the other characters see. In addition, any attempt to sneak up on the team must beat the highest rated Sense score, plus 1 per additional team member, as a difficulty. Tactical formation of some sort is required for all techniques in this path, and all members must be no more than about 4 yards apart at a given time.

Example: Roy and Jane go back to back as they enter a potentially hostile room. Each is automatically aware of what the other sees (through voice cues and body language). Roy has Sense 3 and Jane has Sense 2. To sneak up on them, the attacker must beat a difficult of 4: 3 (the highest sense) plus one for the extra teammate.

Trust in Your Team
The first thing recruits are supposed to learn is to trust their team. That takes time and experience to really sink in. Once it does, the group gains the strength of all its members. Any attempts to inflict morale or mental damage against the team is much more difficult.

System-wise, the players use the highest Command+1 of the group to resist influencing effects. In Nemesis, all players use the highest Hardened value in the group for tests of Violence or Unnatural.

Overlapping Fields of Fire
A major advantage of group movement is the ability to sport a greater volume of firepower and work with the team for maximum coverage of the field. In combat, all attacks made by the group are timed to coincide with the fastest set in the group. Sets that are identical and aimed at the same target can be combined into one larger set for damage purposes. (This helps beat heavy armor or cover, mainly. It also, cleverly, allows two people to use their Expert dice to aim for huge sets.)

Example: Roy and Jane are still working through that room, when a bad guy pops up from behind low cover. They turn so that both can fire on him, Roy getting a 2x6 and a 2x9, while Jane gets a 2x6. They could both shoot with the speed of the 2x9, if Roy takes that one. But he takes the 2x6 instead. They both go on 2x6, but the bad guy takes one hit of 4x6 damage instead of 2 2x6 hits.

Together We Stand
So long as one member still stands, the team is not yet broken. Any hits taken by a member of the team can, with permission of both members, be passed to someone else. This is, in game, one guy "taking the bullet" for his friend. The entire set passes to the new target, so a heavily armored member can be a bullet soak for the whole team. Only one set can be passed like this per round, however, so no using the bullet magnet to magically teleport in front of everyone.

Advanced Tactical Battle
The team becomes a nigh unstoppable force, seeming to strike from everywhere in perfect unison. This technique requires some form of communication: coded shouts, hand signs, radios, or even telepathy if available. When active, the team need no longer be in formation to get the benefit of their abilities, just in communication and in the same general area. Any member can "draw aggro" to take a bullet as in Together We Stand, and every member is always aware of what the others see and hear, and the team has the increased resistance to mental effects and the timing bonus. 

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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