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.
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.