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ALL stats roll at 2d6 unless class specifies

Infantry get 3d6 stats for Strength and Dexterity


Medics get 3d6 stats for Desterity and Constitution
Engineers get 3d6 stats for Constitution and Intelligence
Operators get 3d6 stats for Intelligence and Charisma

Flak Jackets have 99HP and soak up half the damage a user takes(user days 18
damage, flak jacket soaks up 9 damage and loses 9HP)

Infantry can use ALL weapons, but cannot drive, or heal or call in support,
Infantry start with an M16A1 and a Colt M1911A1 and four magazines for each gun

Medics have access to Pistols and Smgs, but cannot drive or use other weapons or
call for support, medics also start with 1d10 medikits that heal 1d6 damage per
kit, starts with a Ruger-MP9 with four magazines and a Colt M1911A1 with two
magazines.

Engineers have access to Shotguns and Pistols, but cannot drive or use other
weapons or call for support, they have hacking tools, and 1d10 repair tools, heal
vehicles for 1d20 health per kit, starts with a model 37 Shotgun and 32 shells and
a Colt M1911A1 with two magazines.

Operators drive vehicles, and can have assault rifles and pistols, they also start
with a radio and can call in support. but cannot heal or call for support or have
higher weapons, also starts with an M16A2 and a Colt M1911A, having four magazines
for the M16 and two for the Colt.

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