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.
Here's my Close Quarters Battle Path for your perusal. Suggestions
welcome!
Speed Reload (1 point):
Normally reloading takes an entire round. With this technique, you may
reload and attack the same round with a -1d penalty. This technique may
only be used with magazine-fed weapons. Tube-fed shotguns, revolvers
(without speedloaders), and belt- or box-fed weapons like SAWs cannot
benefit from this technique.
Breach & Clear (2 points):
You're trained to be quick, decisive, and deadly when engaging the
enemy in close quarters - to explode into a room with overwhelming
force and take down your targets with lightning speed. You may add +1
Width to your attacks in the first round of any combat. As with all CQB
techniques, the target must be within close range.
Tango Down (3 points):
Your intense training allows you to attack with pinpoint accuracy in
the heat of battle. When you apply an attack set to an Unworthy
Opponent, you affect a number of Unworthies equal to the natural Width
of your set. Breach & Clear may be used to augment the speed and
damage of your set, but it does not affect the number of unworthies
killed by your attack set. A natural 2x9 attack might act as a 3x9 for
initiative and damage when combined with Breach & Clear, but it
will only kill 2 unworthies.
CQB Specialist (4 points):
All your attacks within close range are timed as if they were 1 Width
greater. This increase in initiative stacks with the first-round bonus
from Breach & Clear but does not affect the number of unworthy
opponents affected by Tango Down.
Mozambique (5 points):
A successful called shot to the torso at close range deals damage as if
the target were struck by TWO identical attack sets (as the Two Deaths
technique on p.221 of the rulebook). Armor protects against each set
separately. If the target is not downed, incapacitated, or killed by
this double tap, you may make a called shot to the target’s head the
following round without the typical -1d penalty.
Jack Bauer breaches into a room with four Threat 4 Unworthy
terrorists led by Jack’s nemesis Tony. His Coordination+SMG pool is 9d
and he attempts two attacks in the opening round of combat. Jack gets a
2x3, 2x6, and 2x8, but because this is the first round of combat Breach
& Clear raises those sets to 3x3, 3x6, and 3x8. Additionally, each
set is timed as if it was Width 4 because of CQB Specialist. He can
only use two (having only declared two attacks), plus he knows the x3
set won’t take out the Threat 4 tangos. He applies the x6 and x8
matches against the hostiles. Each set kills two hostiles (Tango Down
uses the natural Width of 2, not the adjusted Width). On the second
round, Jack faces down the terrorist leader, Tony, and uses Mozambique.
He drops a die from his pool (reducing it to 8d) and sets one die to
area 9. Rolling his remaining 7 dice, Jack gets 2, 6, 7, 8, 8, 9, and
10. Either the called shot of 2x9 or the natural set of 2x8 will work
as both sets target Tony’s torso. Tony, however, rolls a 2x10! Luckily
for Jack, his CQB Specialist raises the speed of his 2x9 torso shot to
a Width of 3 for timing purposes, and his 9mm (Width in Shock and
Killing) deals 2SK to the tango leader’s chest – TWICE. The 9mm rounds
flatten on Tony’s body armor but Tony’s 2x10 set is ruined by the
impacts nonetheless. The next round, Jack Bauer makes a called shot to
the tango’s head, doesn’t drop any dice from his pool, and plugs Tony
between the eyes before the tango can even fire his weapon.