Tacticool Operators
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TACTICOOL OPERATORS A semi-serious roleplaying game of modern combat Introduction The Core Mechanic In a world of sinister conspiracies Whenever you make a skill check in and fearsome terrorists, rogue Tacticool Operators, roll a d12 and nations and constant conflict, the add the relevant skill. If you get an 8 populace's only hope for defense or higher, you do it. If you get a 12 are the most elite soldiers the free or higher, you do it exceptionally. world has to offer. You and your friends are those soldiers, This basic mechanic applies to most combating the enemy with a hail of tasks. If a certain task is particularly lead. difficult, the target number might be 10 instead of 8, or 6 for an easier Tacticool Operators is a game of task. modern combat, and the system is built around firearm customization, Attack rolls are often modified by shoot-outs, and team mechanics. distance and cover in the case of shooting. See the combat rules for If you've always wanted an more information. roleplaying game where you could attach a laser sight and explosive Making Characters ammo to your revolver, or modify a machine gun into a sniper rifle, this Before you make characters you game is for you. must decide what organization employs your characters. You could If you've always wanted a roleplaying be part of the military, or of a game where you play as a team of private defense contractor. Or you special ops soldiers sent on secret could even be freelancers. But missions, this game is for you. someone is still calling the shots and giving you your missions. If you've always wanted a roleplaying game with more guns than you Next, decide on a name for your could ever want, and stats for all of character. Two names, actually; a them, this game is for you. real name, and a code name. Real names can be John, Edward, Phillip, I hope you enjoy it. et cetera. Code names can be anything that sounds like something The Basics a crackly voice would say over a military radio. A quick way to do it? Tacticool Operators uses standard Pick a color and one or two gaming dice (d4, d6, d8, d10, and numbers, like Indigo Nine Seven or d12). The dice you will be using the Maroon Twelve. most are d12s, as they are used to resolve all skill checks and attack After you've done that, decide what rolls. You will also need some index your operator looks like and acts cards (for character sheets) and like. Remember these guys are the pencils. Miniatures and a battle mat coolest most tactical soldiers in the are also recommended for showing world (or will be one day) so make positions in combat. sure they don't have dumb names. Skills Some of the skills might need more explanation as to how you use them. Once you have your names and Here you go: appearance down, you can pick your skills. Each skill has a number which Perception: This is used to hear says how good you are at that skill. someone sneaking up. Against most You get one skill at 3, two skills at 2, enemies, just a basic success is and three skills at 1. So that's 3, 2, enough. Against most powerful 2, 1, 1, 1 to assign to skills as you enemies, you roll Perception and please. Since this is a game about your opponent rolls Stealth, and shootouts you'll probably want to whoever rolls higher wins. Reroll on tack that 3 in Shooting, but it a tie. depends what kind of character you are making. The skills are: Stealth: Kind of the same as Perception. If you want to sneak Fighting: For hand to hand combat past an enemy, a basic success is Shooting: For firing guns and stuff enough. If you want to sneak up on Throwing: For throwing grenades the guy to stab him in the back, it's a Perception: For noticing things roll at –2. There might also be Stealth: For being sneaky penalties if the ground is noisy. You Hacking: For computer hacking stuff can't hide in plain sight, either; it's Demolitions: For setting off bombs up to the GM if you can even make a Acrobatics: For feats of agility Stealth check. Strength: For feats of strength Fortitude: For feats of toughness Healing: A basic Healing check can Healing: For providing first aid bandage up a wound and stop the Driving: For controlling vehicles bleeding. It also stabilizes a dying teammate. So here's an example: say Indigo Nine-Seven wants to pretty much be Hacking: Hacking takes longer in a standard team member, but he real life than in the movies, but this wants to be able to sneak around a isn't real life, and you can hack into a bit, and have at least some computer system with 1 minute of familiarity with computers and work and a success on a hacking demo charges. He wants to be a bit roll. This doesn't give you everything, buffer than average, too. So he puts though, just basic access, and his 3 into Shooting, a 2 into Stealth, seeking out truly critical information, a 2 into Perception, a 1 into or trying to make the computer do Fighting, a 1 into Demolitions, and a something really dramatic (like 1 into Hacking. This leaves his skill shutting down an entire nuclear list as Shooting 3, Stealth 2, reactor) is definitely going to be at a Perception 2, Fighting 1, penalty. Demolitions 1, and Hacking 1. Acrobatics: You're good at tactical Write your skills on the top line of rolls, climbing, jumping, and pretty your character sheet. much any other physical activity. If you pull off an impressive acrobatic maneuver in combat, ranged attacks against you get –1 to hit until your next turn. Strength: Strength is used for feats of strength. Your points in Strength are also added as a bonus to damage with melee weapons, and to your Movement. Fortitude: Fortitude is used for toughing it out, enduring pain or poison, or other feats of physical toughness. It also adds to your hit points. Driving: Zero points in Driving assumes you have a license but aren't particularly good behind the wheel. Normally you don't need to make a Driving check, but staying on the road after hitting a landmine or while being shot at by a helicopter, will definitely require a Driving check. As will any particularly daring maneuvers like fishtailing into an alleyway. A failure usually means you crashed or damaged your vehicle. Demolitions: You need at least 1 point in this to use any kind of demolitions successfully. Usually you can set demolitions without issue as long as you have at least 1 point in it, but particularly difficult tasks, such as rewiring a timer on the fly, will require a check, as does defusing a bomb. Fighting: Used to attack with knives, batons, fists, and feet. Also used to defend against knives, batons, fists, and feet, as well as any other melee weapon. Shooting: Used to hit with guns. This includes crossbows, rocket launchers, or anything else with a trigger and a projectile. Perks Pistol Focus: You deal +2 damage with pistols. Perks are little special abilities you have that help to individualize your Burst Fire Expert: When burst– soldier. firing a weapon, you deal an extra +2 damage. You get to choose two perks at character creation. Record them, Akimbo Master: You are incredibly and their effects, on your character effective fighting with two pistols. sheet. You take no penalty to hit (–4 each normally), and can attack once with Superior Suppression: You are each weapon each turn. This only particularly excellent at suppressive applies when you are using pistols. fire. When you lay down suppressive fire with a weapon, you impose a –4 Acquire: You may miss once, but penalty instead of a –2 to hit on you don't miss a second time. If you whoever you are suppressing. shoot at a target you shot at in a previous round, you get +1 to hit. Fast Reload: You can reload instead of moving, rather than taking a full Duck and Cover: You are skilled at round to reload. getting out of the way of explosions. You can drop prone as a reaction to Sharpshooter: When aiming, you being hit by a grenade, and get a +4 get an additional +2 to hit, on top of on your roll to resist effects, if you your weapon's accuracy. would get one. Two For One: You are capable of Iterative Fire: You are able to aim catching two adjacent enemies in a automatic fire as you go. This allows shotgun blast. When using a you to target your autofire attacks shotgun with buckshot, you may hit as you roll each one, rather than a second opponent adjacent to your declaring all of your targets before target by making a separate attack rolling your attacks. roll. Combat Medic: You get a pool of 10 healing points you can use to restore hit points to a stabilized opponent. These refresh after each mission. You also may roll twice when making a Healing check, and take the higher result. Shotgun Focus: You deal +1 damage with shotguns. Assault Rifle Focus: You deal +1 damage with assault rifles. Statistics After you have picked your skills and your class, you just need to determine your statistics.