You may set up an ambush that takes 6-Level turns (minimum 1) to arrive at a location designated by you. Their kills count as tactical kills.Combo-
Adds to damage roll, levels 3,4, 5, and 6Fire-
You take 6-Level turns (minimum 1) to set fire to an enemy encampment. Enemies killed in the encampment are tactical. Any named individual in a building or some area set on fire takes Level damage per round. Nameless ranked individuals become mooks which must be targetted seperately with normal attacks to defeat. The fire level of the character that set the fire adds to the attack rolls made by all of his allies in the area. Once everyone in the area is defeated, the fire is put out.Health-
levels 1-5, Multiply (Skill+1)xRankx5 to determine HPInterrogate-
You may use torture or other means whenever you defeat an officer. You are allowed to tag 1 officer for an interrogation attempt per skill level. Doing so forces you to forgo any loot the officer would otherwise provide. Interrogation attempts occur either in a secondary "Tent/Bedroom/Interrogation Room" thread, or subsequent to the battle in which the officer was tagged.
Whenever you have Interrogate, any time you defeat all guard captains of a fortified area one of them drops a letter. It is considered a free tag since Guard Captains don't otherwise drop anything.
You have a unit of 5xRank soldiers that serve you specifically. They are loyal to you and this loyalty cannot be undermined.Rations/Medical OS-
This skill is the mundane version of healer. Medical OS represents modern battlefield medicine while rations represent having a sit down for a nourishing snack.Scout-
You may discern whether a fortified area is a Supply Base, how many units are in the area, whether the units of any named officers are concealed there, or thwart an ambush. You may only perform one of these functions per round per rank, but may have multiple ranks of Scout. Search-
You may spend a round knocking crates, urns, etc open. roll the table below to determine what you find
2-5: Arrows x 10
6-10: Food (2xRank HP restored)
11-15: Food (5xRank HP restored)
16-19: Weapon (Value as if you defeated a Supply Officer)
20 (or search after defeating a Named Officer): Weapon with ATK/SPD equal to (Highest/Defeated Officer Rank)/2+1d6 (Max 10, roll for both ATK and SPD).
Whenever the GM specifies that an area is a Supply Base (at the point in which it is first breached or a scout spots it) Each player may use Search to find some item in the area, even if they do not have the skill.
Whenever you score a critical hit, add twice the value of all attack modifiers to any additional d20 rolledOptional Skills
These skills might not be welcome at some tablesArmor-
It has been brought to my attention that a character at rank 1 could be killed-or rather defeated
-on the spot 5% of the time because the damage minimum is 5 points (Rank 1, health score 0 x 5=5 HP) and the dice explodes. The armor skill's levels come in (1) Light (something like leather, or Kevlar vest in modern games), (2) Medium (something like chain, or a ballistic armor suit in modern games), and (3) Heavy (Plate, or a bomb squad suit in modern games). To make Armor more "fair", characters should not have more levels of Armor than they do of Health. This represents the idea that tougher characters can endure greater encumberence. Characters with the Armor skill have 1 armor slot. Characters without the skill can still wear armor and pick up the power ups dropped by Supply Officers but doing either of these results SPD penalties equal to the Armor Points worn.Armory-
This skill is the creation and modification of Armor and Weapons. You can use it to improve ATK and SPD of weapons, apply skill levels, and even allow the use of skills the character does not have. In addition, the character may make weapons entirely from base materials. In either case, the total number of ATK, SPD, and Skill Levels that can be applied to any weapon cannot exceed Base+Rank+Armory Level. For example if a character creates a heavy weapon with 6 points total, the base weapon has ATK 3, SPD 1, and whatever the smith decides to spend the 6 points on. Armor created has 1-3 points of armor depending on its class and requires 1-3 levels of this skill respectively
In fantasy games this requires 1 bar of some sort of metal per point of modification or Armor Point. The GM may declare that certain types of metal must be used for certain skills, or that part of the War Purse must be spent on gems (or that they be obtained from a weapon that has the property in question). In modern games, weapons may be salvaged to improve existing weapons (a scope here, laser sight there, extended/drum magazine or belt elsewhere)Quartermaster-
You may identify weapons or armor instantly, learning ATK, SPD, Armor, and any special properties of weapons or armor you obtain. Requires Armory 3Purchasing Skills
You may purchase two skills at the start of the game for your character. Each mission, you may purchase one skill, plus one per additional goal completed. You rank up every odd numbered skill you purchase.Optional Rule: Starting Age and Rank
Minimum age in any game is 16, because traditionally, the minimum recognized soldier age can be 14 or 15, but E doesn't like that for sexual games so, 16 it is. For every skill you have after the first two, add two years. Thus if you have 7 skills, you need to be a minimum of 26 years of age (5x2 is 10, 10+16=26) and Rank 4, whereas 15 skills (rank 8) adds 26 years making you 16+26=42 minimum.