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This is a different history from [[Student Council Amahara]], a world at the tail end of the Sixty Years War, where the Middle Kingdom invades the Dominion of Amahara. | |||
*set AllowBoys = 1 | |||
*set AllowForeigners = 0 | |||
*Difficulty: Hard | |||
*set DiceSides = 10 | |||
*''A large update has been made.'' [[User:Maloncanth|M.M.]] 09:36, 9 October 2011 (PDT) | |||
See also: ''[[Wartime Amahara: Knowledge Base]]''<br> | |||
[[Wartime Amahara: Cast]]<br> | |||
=Introduction= | |||
In the second half of the 19th century, Amahara embraced the Steam Revolution and grew increasingly assertive on the world stage. Through innovation, economic dominance, alliance and war, the Dominion of Amahara succeeded in its imperial ambitions, becoming a great power and the dominant force in Lotus Asia and the western rim of the Ectasian. Amahara's ascendance brought ever greater enthusiasm for industrial strength and modern technology. Gradually, the old ways fell to the wayside and the quieting murmurs of slumbering gods turned into a deathly quiet. Decades went by and war after sent ripples around the globe. The strength of Rose Europe that had inspired the Serene Restoration proved as hollow a shell as Amahara's maritime empire and even as a new power grew to the west, the gods would not rouse. | |||
Inexorably, the ambitious warlords of the mainland left in the wake of the Yan Dynasty's fall reunified an ever-industrialising empire of over seven hundred million. Faced with the alternative of becoming embroiled on the continent and risk being seen as the Rouran Empire was in the past, the Dominion of Amahara foolishly chose the path of appeasement. Still, no one imagined the balance of power could shift so quickly. On 1 June, 1971, the Middle Empire invaded the country closest to heaven. | |||
Caught on the front lines are the students of the newly formed regional Civil Defence commands. Classes of high school students drafted into a year of military training and service. Somewhere between soldier and civilian, they are thrown onto the hell of the battlefield with only rudimentary training and equipment to die for what was once a holy and inviolable land, the country closest to heaven against the empire at the center of the world. | |||
=Stats= | |||
*You have 20 points and 3 traits OR 22 points and 2 traits. | |||
*Previously generated characters may dock 2 points and gain 1 trait as a one-time option. | |||
*The minimum stat is 1. | |||
*The maximum stat is 7. | |||
*Your Hitpoints is your '''Fight''' + Permanent '''Resolve''' + Permanent '''Faith'''. This is mostly relevant to low caliber bullets and limited shrapnel, though the tougher characters may survive rifle bullets. | |||
*An ordinary ''trained'' soldier has 3 in the key combat and athletic stats and might stat up around or slightly above where you are, so you're actually pretty hardcore for a child soldier. A Lian conscript will have less. | |||
*Your classmates will probably stat 14 or less so they are generally not in your boat, though individual classmate NPCs may be pretty good at one specific thing or another. | |||
*Some tasks peripherally covered by a stat will roll the stat at half dice pool (round up) unless the character has the appropriate Trait. (eg. Stealth) | |||
===Shoot=== | |||
'''Shoot''' is the obvious soldierly talent of firing guns and putting bullets in the enemy's face. Amaharan military firearms work on the AK principle, ie they are meant to be fired and generally kept on "automatic" most of the time, switching to semi-automatic for distance shots. Ideally, only controlled bursts are used except in extraordinary circumstances. Green troops overspraying and wasting ammunition is a constant training gremlin deemed acceptable in order to give all individual soldiers access to individual firepower. This is in contrast to the Empire, which takes the opposite extreme of issuing only non-automatic rifles to its regional conscripts. | |||
As you might imagine, shooting guns is the primary form of attack in modern warfare. It is affected by a host of factors, including the weapon used, the firing mode used, the round fired, range, the target's cover or movement relative the shooter, being wounded, dazed, or suppressed, and so on. | |||
===Fight=== | |||
'''Fight''' is the soldierly talent of close range combat, preferably resulting in bayonetting the enemy in the face. Amaharan troops are reputed for being good at this sort of thing, having spent the bulk of their military tradition fighting in close terrain. The standard issue combat knife can be used as a tanto or attached as a bayonet to the Type 42, Type 88, and No. 52. | |||
Melee combat is also subject to a few subtleties such as the type of weapon being used by each combatant (if any) but is frequently more open to random chance. Given the option of shooting people from a distance, few soldiers opt for melee combat as a first choice and as such many encounters start as a surprise to both sides. | |||
===Athletics=== | |||
'''Athletics''' is one's talent for dodging, running, scrambling or rolling one's way in and out of trouble, preferably in such a way as to indefinitely postpone bullets hitting your face. Note that one cannot actually ''dodge'' bullets – once the shot's fired, it's already too late. Instead, protection on the battlefield relies on remaining unseen, getting to and staying in positions preotected from gunfire, or preferably both. It's fairly rare for there to be no nearby cover at all – even going prone in the shallowest of indentations is better than nothing. That said, having athletics is vital for getting to and from cover and is also the stat used for hucking grenades and stealthing while on the move. Unless the throw is particularly difficult, one or two successes is usually plenty for a grenade given its area-of-effect nature. Stealth tends to be contested and is hence better off with the Stealth Trait. | |||
===Tech=== | |||
The default use of the '''Tech''' stat is the skill and talent of ensuring the hardware of war remains functional through battle conditions. This includes the ability to unjam and repair guns, setting up heavy weapons, driving, and such other activities that involve mechanical manipulation. It is often customised via character traits that represent specialist knowledge. If the custom trait has nothing to do with the original definition of Tech (eg. Shinto Rites), the dice pool of Tech for its normal uses is halved, rounding up. | |||
===Wits=== | |||
'''Wits''' is the talent of noticing things, reacting to them, and being as mentally functional as possible while under intense pressure and danger. This is your main spotters' stat as well as your stealth while camping, though again, the latter works much better if you actually have the Stealth ability. As with Tech, some character traits customise the utility of your Wits. | |||
===Resolve=== | |||
The ability to take damage, continue through pain and general unpleasantness, not scream too much or faint at the sight of blood, etc. '''Resolve''' is consumeable, so you start with as many Temporary Resolve points as Permanent Resolve. When unspecified, always roll with your ''Temporary'' Resolve. Temporary Resolve can be expended to give yourself a reroll, taking the higher result or to automatically succeed a Resolve roll. Additionally, you do not die when you are killed and can continue to act until your Resolve drains away. | |||
===Faith=== | |||
'''Faith''' is your belief in the native gods of Amahara and the Shinto religion. It is not a stat that gets rolled terrifically often but provides a pool of consumeable points that is used as a Perfect Defence that ''can'' wander into the realm of the impossible. If you hang on to your Faith, the sleeping gods can cover for you through your first few mistakes. NPC's usually do not get saves for Faith. | |||
==Traits== | |||
Traits customise your character. There is no pretension that all of them are balanced and some really are going to be very situational or just pure flavor. You can suggest one of your own if you like. | |||
'''Baseball Team'''<br> | |||
As a member of the baseball club, you have an uncannily accurate throw that can be applied to grenades or any reasonably throwable object. This Trait allows you to convert your Athletics dice pool to automatic 10's for throwing things. Your default loadout has you carrying more grenades (12) and less of everything else compared to others. | |||
:'''Soccer Team''' | |||
:For the truly masochistic, one can be on the Football team instead, gaining the ability to kick anything reasonably kickable. This is generally much more prone to failure with grenades and such but on the other hand (foot), the list of kickable objects includes enemy soldiers. | |||
'''Catlike Agility'''<br> | |||
Grants a reroll for grace-based bodily control such as controlled falls, balance, jumps to and from moving platforms, etc. | |||
'''Charismatic'''<br> | |||
The person possesses great strength of character or personal magnetism and converts either their Wits or Resolve based charisma rolls to a full pool of 10's. This is mostly used for either keeping spirits up in the unit, dealing with personal crises or convincing Fire Direction that your request is the best possible use of artillery at this place and time. | |||
'''Cooking Private'''<br> | |||
Even the battlefield has a place for good cooking. Uses either Tech or Wits and helps unit morale. | |||
'''Concentration'''<br> | |||
When conducting extended non-combat tasks, you may spend Resolve to ignore all negatives such as may be caused by bullets flying past your face, explosions, and so on. | |||
'''Class Rep'''<br> | |||
What it says on the tin. Female only. A class rep is informally an NCO in training so you do outrank the rest of your classmates and can also appoint assistants to get things done. Class Reps tend to be charismatic and use their full Wit or Resolve stat for Charisma rolls depending on situation. | |||
'''Cold Blooded'''<br> | |||
You don't react to death and danger like a normal person and need not make any Resolve rolls against obvious concrete signs of such as the ominous sound of the Plan888 or bullet impacts all around you. Nor are you bothered by even the worst of gore. Besides keeping your cool generally on the battlefield, this greatly reduces the effect of suppression but the lack of flinch reflex also causes you to misjudge danger. Unlike ''Daredevil'' this ''is'' to some extent a lack of common sense. | |||
'''Daredevil'''<br> | |||
You are courageous and deal with fear better than others. When confronted with a Resolve roll against danger, you may, if needed, make a free reroll. So long as you pass, you get a free reroll for any one roll on the relevant dangerous act as if you had spent Resolve. | |||
'''Glasses'''<br> | |||
You're dependent on your glasses! However, you're smart enough to extend your mechanical skills into understanding and fixing funky electronics, computers, aircraft and advanced technology. This will mostly not be too terrifically relevant but is flavorful as this is the age of the electronics otaku. | |||
'''Hot Blood'''<br> | |||
You are hot-blooded. When you spend Resolve for a reroll, instead turn the action into a full pool of 10's. | |||
'''Human Weapon'''<br> | |||
You are a master of unarmed martial arts such as Jujutsu, Karate or Kagura and get free rerolls for any unarmed combat moves that fit in with your style. | |||
'''Kappa Affinity'''<br> | |||
You are a fish. Swimming, diving and holding breath (within reason, Resolve in minutes if it matters) are unrolled actions. You can also see and even fight reasonably well underwater. | |||
'''Kinniku Man'''<br> | |||
Male only. When using Fight or Athletics for the purpose of pure feats of strength, you get straight 10's. Your amount of hitpoints is doubled. | |||
'''Lapis Eyes'''<br> | |||
You have very good visual awareness and acuity so you rarely miss things you're looking for or at. This is generally unrolled but does not help with things outside your visual arc or wide, cluttered environments. For scanning the entire background for danger/enemy/anything interesting, you roll Wit twice and take the higher result. | |||
'''Light Music'''<br> | |||
You have a guitar or something. This is mostly flavor because rocking out hard on the battlefield does not help in the least. It's nice to have someone who can sing, dance, or guitar around the campfire though. This can be substituted for any morale keeping flavor ability. The relevant stat is Wit. | |||
'''Military Otaku'''<br> | |||
Based on Wits, Military Otaku is distantly related to Tactics except far more amateurish and hardware-centric. | |||
'''Medic'''<br> | |||
Turns your Tech skill into a medical aid skill. This is not heals, so to speak, so don't expect to ''really'' fix someone up after they've been shot in the face. Having you around really makes everyone else feel better though! A single success of medical attention stops bleeding and stabilises most battlefield wounds. Each additional success restores one hitpoint. Hitpoints can only be restored once per session. | |||
'''Nekomimi'''<br> | |||
You are a catgirl. Your ears perk up to let you hear things or notice things when something's really wrong. This is automatic. | |||
'''Otherspeak'''<br> | |||
You speak another language in addition to your native Amaharan. | |||
'''Scrounger'''<br> | |||
You have uncanny luck finding basic necessities and useful gear out of depots, caches, or just scrapheaps. Uses your Tech skill at full pool. It can be rolled while scrounging to hunt for something specific or it can be rolled at some later point to see if a desired item happened to have been found in a previous scrounging session. | |||
'''Shrine Maiden'''<br> | |||
You went to a parochial middle school which is kind of a quaint thing these days, but there you have it. Much like the medic, it is mostly a matter of morale. A Shrine Maiden's Tech skill is treated as her knowledge of priestessly things. She can spend one Faith to reduce the difficulty of any task by half your Faith (round up) after the fact, or appeal for dramatic divine intervention (though good luck with that being practical on the battlefield of the 1970's). | |||
'''Street Racer'''<br> | |||
If for some reason you encounter a vehicle that can be driven, you can do it and become pretty epic at it with a combination of Tech and Wit. | |||
'''Suppressed Presence'''<br> | |||
Your stealth and sneakiness are enhanced, raising the difficulty of detecting you. Stealthiness is dependent on Wit or Athletics. | |||
'''Tactics'''<br> | |||
In this case, your Wit is considered your smarts, or at least your roll to know something. Tactics gives you a better understanding of how shit actually works in combat so that you don't work completely blind. However, executing actions is entirely in your hands. Tactics grants some automatic information based on the level of Wits. | |||
'''Tinkerer'''<br> | |||
Minor, unreliable improvements to gear. Uses Wits. | |||
'''Trap Layer'''<br> | |||
Represents a deviousness and understanding of trap and ambush that goes beyond the mechanical understanding of how to camouflage or rig a grenade to go off from a trip wire. Provides a bonus to such activities based on half Wits (round up). | |||
'''War Photography'''<br> | |||
You have a camera! | |||
'''Zealot'''<br> | |||
Allows the limited recovery of faith from shrines based on the character's Faith. | |||
=Gear= | |||
==Assault Rifles== | |||
Assault rifles are all-around weapons, being decently maneuverable in close quarters yet powerful and accurate enough to kill from several hundred meters away. | |||
'''Midori Type 88 8x33mm assault rifle'''<br> | |||
Back when everyone else was working on making better self-loading battle rifles, the Amaharans made a conceptual skip directly to developing and mass issuing the world's first assault rifle. The Type 88's ruggedness and compromise between accuracy, reach and firepower makes it a fine weapon for combat ranges that doctrine expects soldiers to encounter 90% of the time. The 88-3 is the modernised variant of the classic with much the same sexy look and distinct cycling sound of the original. It is also the default weapon everyone gets, with the first days of the Civil Defence training course devoted to understanding how it is shot and maintained. All variants of the Type 88 shoot a shortened 8x33mm rifle bullet from a long, curved 30-round magazine in either semi-automatic or fully automatic mode. The long magazine does sometimes gets in the way of shooting from prone. Cadets are taught to fire aimed shots at range, automatic bursts when closer in, and full-auto only in emergencies. | |||
:'''Bulk''': 3 | |||
:'''Range''': 500m | |||
:'''Auto''': +6 | |||
:'''Damage''': 7 | |||
'''Plan1088/89 5.5x45mm rifle''' <br> | |||
The Middle Empire has multiple tiers of military service and separate equipment for each, a tradition reaching deep into the imperial past wherein regiments of troops raised from regional commanderies are considered less trustworthy than troops raised under the direct command of the capital. The Plan1088 is an intentionally watered-down weapon that fires only in semi-automatic but has most other features of a modern assault rifle. The 1088 shares a few parts with the 1089 but the two weapons fire a slightly different round, with the 1088 cartridge being slightly smaller – the 1089 can fire either round, but regional conscripts cannot use ammunition intended for imperial troops. | |||
:'''Bulk''': 4 | |||
:'''Range''': 500m | |||
:'''Burst''': 1.5x/2.0x | |||
:'''Auto''': +7 (1089 only) | |||
:'''Damage''': 5 | |||
==Sniper Rifle== | |||
Sniper rifles deal a lot of damage but cannot fire burst or full auto. While the smaller weapons are perfectly operable by individuals (where it has historically earned the most infamy), some military doctrines prescribe the sniper rifle as a crew-served weapons with a spotter and shooter working as a team. Some of the larger examples require this, given the bulk of the weapon itself and its ammunition. Snipers need good Shoot and Wits and at least decent Athletics. Spotters often share this sort of statblock though they mostly apply the latter two in their capacity. | |||
'''Midori Type 42/80 8x57mm rifle'''<br> | |||
This rifle is essentially a shortened version of the same bolt action rifle that was first issued to the Holy Dominion Army way back in 1895, just before the Hehaku Conflict. It is still a long (though slim) gun by modern standards and is unwieldy at close range. As a bolt action rifle, it can fire only single shots and was almost entirely replaced by the Type 88 through the 1940's for good reasons. Nevertheless, it is accurate, ridiculously reliable (being a bolt action) and fires a full powered rifle cartridge, giving it a unique combination of punch, range and precision that can still be militarily useful. A skilled shooter was considered "effective" out to 600m with just the iron sight. | |||
:'''Bulk''': 5 | |||
:'''Range''': 600m | |||
:'''Damage''': 10 | |||
'''Plan950 15mm anti-materiel rifle'''<br> | |||
A special application crew-served sniping weapon. It is a bolt action weapon. | |||
:'''Bulk''': 8 | |||
:'''Range''': 600m | |||
:'''Damage''': 16 | |||
==Pistol== | |||
'''Kana Arsenal No.52 ''Liz'' 9x19mm submachine gun'''<br> | |||
By the late 40's, the requirements for a new Amaharan submachine gun were defined as a pot of extremely ambitious characteristics. This was mainly because the Type 88 could fill almost any role and the submachine gun had to justify its existence in the era of the assault rifle. For some time, it was expected that such specifications were unrealistic, but Kana Arsenal compiled the latest technology of the early 50's into a weapon that passed several of the requirements. The No.52 ''Liz'' uses plastic in its construction and is well regarded for its compactness and very light weight. Its best known feature however, is no doubt its mechanical suppression system which makes it a very quiet gun (only as loud as the bolt's cycle). It remains niche in the field for the military as the Type 88 has improved even further since the 50's but is popular for police, special forces and as a reserve armament. In a few cases, Civil Defence will issue the harder hitting Type 88 to boys and the lighter, more manageable No.52 to girls. | |||
:'''Bulk''': 1 | |||
:'''Range''': 200m | |||
:'''Burst''': 2.0x | |||
:'''Auto''': +6 | |||
:'''Damage''': 4 (eff. 100m) | |||
'''Kana Arsenal No.63 '''' 9x19mm semi-automatic pistol'''<br> | |||
An ordinary 9mm pistol. Holds twelve rounds. | |||
:'''Bulk''': 1 | |||
:'''Range''': 100m | |||
:'''Burst''': 1.5x | |||
:'''Damage''': 4 (eff. 50m) | |||
==Shotgun== | |||
Shotguns have very short effective range but cannot miss in melee. | |||
'''Artaria ''C.C.''12g close combat'''<br> | |||
An Albish pump-action weapon rejected there but found a home in Amahara due to their close combat obsession. It's still a rare weapon but can be seen now and again. As one might expect, it is useless at anything but short range, but is a difficult weapon to miss with. | |||
:'''Bulk''': 2 | |||
:'''Range''': 50m | |||
:'''Damage''': 12d (all damage is dice damage) | |||
==Machinegun== | |||
Machineguns can sustain automatic fire for two or more rounds when limited by ammunition but will tend to overheat once in a while, requiring a round to change the barrel. The effect of recoil can be reduced to 0 depending on the type of mount. | |||
'''Kana Arsenal No.50 ''Narumi ni-Go'' 8x57mm general-purpose machine gun'''<br> | |||
A decidedly ordinary machine gun but notably inferior in useage to its Imperial counterpart, the Plan888. A crew-served weapon. | |||
:'''Bulk''': 6 | |||
:'''Range''': 600m (longer in practice) | |||
:'''Burst''': 2x | |||
:'''Auto''': +8 (1089 only) | |||
:'''Damage''': 9 | |||
'''Kana Arsenal No35/39 ''Narumi ichi-Go'' 8x57mm general-purpose machine gun'''<br> | |||
:'''Bulk''': 7 | |||
:'''Range''': 600m (longer in practice) | |||
:'''Burst''': 2x | |||
:'''Auto''': +7 (1089 only) | |||
:'''Damage''': 9 | |||
==Explosive== | |||
'''Kana Arsenal No.55 ''Arita'' rifle grenade'''<br> | |||
Requires loading a special round into the chamber while fitting the grenade onto the muzzle of the Type 88. This is a somewhat fussier procedure than the fit-and-fire Plan10056 of Imperial forces but the Arita itself is comparatively portable. Comes in numerous variants of which fragmentation and shaped charge are by far the most common. | |||
'''Kana Arsenal No.45 ''Milly'' hand grenade'''<br> | |||
'''Artaria ''Umbral Express'' disposable anti-tank rocket'''<br> | |||
A disposable anti-tank rocket. Almost guaranteed to send most enemy armour straight to the umbra! | |||
==Armour== | |||
'''Artaria ''Barrier Jacket'''''<br> | |||
A lifesaving jacket that is effective against shrapnel and may stop bullets from time to time. | |||
=System= | |||
The basic dice used are d10's. 1's do not subtract but are always a failure and constitute a botch if they outnumber successes. For difficulties above 10, the 10 itself is not a success and needs to explode to 6, then 8, then 10 and so on. | |||
===Movement=== | |||
Your '''Movement''' is approximately 10 + twice your '''Athletics''' in meters per turn on normal ground if it ever specifically matters. This can be reduced if the ground ''isn't'' normal, such as rubble or doubled if one wants to charge recklessly in a straight line. This won't necessarily make you all ''that'' much easier to shoot in the face, especially if you limit the dash to within a single round (so enemies can't Aim), but is ''always'' risky. Conversely, depending on the availability of cover, you can creep around in relative safety at half this rate. | |||
===Initiative=== | |||
'''Initiative''' is rolled when there is doubt as to who goes first. It is very often ''not'' in doubt and in those cases, initiative is not rolled and combatants just proceed in the prescribed order. Some actions such as aiming move you to the start or end of a turn, so initiative is only rolled if someone else important is doing the same thing and it actually matters who goes first. Another common example of this is trying to melee someone with a gun from a distance – unless you're within the melee range bracket, ''the gun will probably win''. At the same time it is especially important at close ranges to be the one to shoot first due to the very low difficulties everyone has to kill a target. | |||
*Your init is d1 + '''Wits''' + either '''Shoot''', '''Fight''', or '''Athletics''' as appropriate for the action. | |||
*A gun subtracts its '''Bulk''' from your '''Shoot''' initiative. This is typically a combination of the gun's length and weight. | |||
*A gun may ''add'' some or all of its '''Bulk''' to your '''Fight''' initiative or damage if appropriately wieldy. This represents the extra reach or smackiness of a gun. | |||
===Shooting=== | |||
In normal combat, each character gets to shoot once per turn. There are a number of techniques but firing more bullets generally increases the number of dice rolled while increasing the difficulty threshold due to recoil. Shooting properly requires both hands and a certain degree of mental presence that makes most other tasks more difficult or impossible to do at the same time. | |||
*Firing a '''Single Shot''' is your simple '''Shoot''' roll and uses little enough ammunition that the game usually doesn't concern itself with it though in reality it is, obviously, one bullet. | |||
*Firing a '''Burst''' doubles your '''Shoot''' roll but increases difficulty by 1 and expends ammunition faster as well, with standard automatic rifles able to do it five times per magazine. It can also represent a double-tap on a semi-automatic or a discrete burst on weapons that have a burst function. Those usually compromise firepower while halving ammunition use. | |||
*Firing on '''Full Auto''' applies the gun's full auto modifier to '''Shoot''' but expends all remaining ammunition in the clip and increases difficulty by 2. While often wasteful, shooting on fully automatic suppresses enemies heavily and also reduces the effective suppression against the shooter by 1, which can often bring a recruit into mental balance. Additionally, full automatic fire always affects at least a small space and rolls against everybody inside it. A full auto burst can be interrupted by the shooter being hit in midburst or by having little ammunition remaining in the magazine. | |||
*In addition to target shooting, fire can be directed into a general area, reducing effective range by two brackets and causing a Hazard. | |||
===Accuracy=== | |||
*'''Aiming''' delays your action while decreasing the difficulty on a single shot. Aiming once delays your attack to the end of the turn and decreases difficulty by one. Aiming for two rounds delays the shot to the end of the next turn and decreases difficulty by two. Further improvement of accuracy requires a superior fire control mechanism to an iron sight. | |||
*By contrast, '''Snap Shooting''' allows you to ignore your weapon's '''Bulk''' while increasing difficulty by the same amount. This is usually a considerable value, so it is practical only at short range. | |||
*Leaders and machinegunners optionally use '''Tracer''' ammunition, which works similarly to aiming as it helps the shooter see the trajectory of her fire and adjust accordingly. After the first shots, each subsequent round of fire on the same point or area target is reduced in difficulty by 1 to a maximum of 2. | |||
*'''Blind Fire''' is an option if one wants to do something useful but does not wish to become exposed. It obviously cannot be aimed and effectively just generates a hazard in the space directly in front of your cover. | |||
*A '''Called Shot''' is a Single Shot that targets a specific portion of the enemy and normally increases difficulty by at least 2 (eg. Partial Cover). The quintissential headshot is made at +3 while particularly ambitious shooters with a knowledge of anatomy can aim for the motor cortex or an eye at around +5 or so. This sort of scale applies for material targets as well. | |||
===Concealment=== | |||
'''Concealment''', not to be confused with its imouto, Cover, makes you more difficult to shoot or observe. It is a relative value and ranges from 1 (Limited Concealment) to 4 (All But Invisible). The best sorts of Concealment (other than the sort that is also cover) have almost no effect on the concealed person's ability to do either of those things in return while on the other extreme you have things like smoke, which generally works both ways. | |||
===Cover=== | |||
'''Cover''', not to be confused with its onii-chan, Concealment, is a very good thing to have as it usually provides the bulk of your defence against bullets. It is a relative value and ranges from 1 (Limited Cover) to 4 (Dead Space). Cover provides protection in several ways. Firstly, most instances of Cover (besides Armour) also acts as Concealment. Secondly, depending on its completeness, cover renders one or more types of hits invalid or at least protects against them to some extent. It also prevents multiple hits on a single target and lops off successes from the right hand side in groups of 3 until the number of successes is 3 or less. | |||
*A character in '''Dead Space''' cannot normally be seen or shot at (and also cannot see or shoot at enemies). Unless indirect ordnance or bullet penetration become involved, the character is actually safe, though she may not ''think'' so in the heat of the moment. | |||
*A character in '''Full Cover''' may be able observe enemies but not attack them except by blind fire or if the cover is intelligently designed – like the firing slits of a pillbox. Only a single attack success (ie a superficial hits and grazes) are admissable. Note that while they only deal 1 damage on paper, they may still be crippling injuries since they tend to occur around the hands and eyes. | |||
*A character in '''Partial Cover''' is moderately covered. Someone at a higher level of Cover normally moves briefly into this bracket in order to fire effectively. At this level, soldiers are well protected but can hit and be hit in return. Two successes are admissable for damage, meaning the vitals (besides the head) are protected. | |||
*A character under '''Limited Cover''' has modest protection, a situation that is hardly ideal but considerably better than nothing. One can still be hit in any part of the body, but partial cover still prevents extra successes from rolling over as extra hits. | |||
The usual method of reducing an enemy's Cover is to pin them down and then flank them. How this is accomplished is up to you, naturally. Alternatively, one can get around Cover with a Called Shot. | |||
===Stealth and Spotting=== | |||
Spotting someone is vaguely like "shooting" them, only you roll '''Wits'''. You can accumulate successes over multiple turns – 1 means you have located them to some degree, with the fidelity of this information corresponding to the range you're at; 2 means you know where they are; 3 means you can see what they are doing. These successes are accumulated turn by turn. Groups working together with multiple sets of eyes still share a single total and do not stack their results. They do, however, get a whole lot of rerolls. Thus, even poorly trained group can be expected to make progress every turn on where an assault is coming from. | |||
Range increases difficulty as normal, with the Melee bracket having difficulty 2 and increasing by 1 with each increment as normal. The amount of Concealment they are under constitutes "Cover" in this case for limited how well you can spot them. Although shooting constitutes coming briefly out of Concealment, it is perfectly possible for, a well hidden sniper may well wind up having a detection difficulty above 10 at a range of several hundred meters, with victims able to guess at his rough location at best. That said, this may be sufficient if said victims have an appropriate crew-served weapon. | |||
===Range=== | |||
Range increases difficulty. Weapons are listed with an effective range, which is how far an average shooter could hit a human torso about a third of the time under perfect conditions and given the time to aim carefully. In practice, this is the range where base difficulty is equal to the standard White Wolf difficulty of 6. The detailed range brackets in meters are as follows: | |||
:5 (Melee)/25 (Close)/50/100 (Medium)/200/300 (Long)/400/500 (Very Long)/600/800/1000/etc | |||
===Getting Hit=== | |||
Guns have a damage rating in the form of a number. On a hit, it deals that much automatic damage, plus the same number in dice of damage which are rolled at the WW difficulty of 6. | |||
*One success is a superficial hit that generally deals 1 damage unless it's an exceptionally powerful round. | |||
*Two successes is a hit to a limb and deals only the dice portion of the damage with a minimum of 1. It usually also makes the limb difficult to use without Resolve. | |||
*Two successes where both are 10's or if a 10 explodes is a headshot and does 4x dice damage. | |||
*Three successes is a solid torso hit, generally dealing full damage. | |||
*A weapon firing on burst or full automatic with more than three successes will deal bonus damage. The amount of damage is the square of the number extra successes beyond 3. | |||
===Recovery=== | |||
*After every session, each character restores half their missing Hitpoints, rounding up. | |||
*After each battle or phase of an extended battle and on occasion when you do something appropriate, regain 1 Resolve. | |||
*After every campaign/story arc, each character fully restores Hitpoints, Resolve and Faith. | |||
===Hazards=== | |||
Hazards have a dice rating depending on their severity. It can be a very large pool of dice, especially for things like grenades but at a high difficulty once you're at a decent range. They also deal 1 automatic damage if you are exposed to it. Unlike bullets, they can be resisted by whatever is appropriate at standard difficulty which is reduced by the presence of available cover. The roll is often the lower of Wits or Athletics though it could be as bizarre as Fight or Faith. Excess successes by the hazard deal a point of damage each and this usually turns out to be less damage than getting shot aside from cases where you are a foot away from a grenade. The exception there of course is where the hazard is a spray of bullets, in which case it will be exactly as if you'd been shot. | |||
[[Category:Amahara]] | |||
==Miyazawa Kasumi== | ==Miyazawa Kasumi== | ||
===Stats=== | ===Stats=== | ||
:'''Shoot''' | :'''Shoot''' 4 | ||
:'''Fight''' 3 | :'''Fight''' 3 | ||
:'''Move''' 3 | :'''Move''' 3 | ||
Line 9: | Line 321: | ||
:'''Faith''' 3 | :'''Faith''' 3 | ||
:'''HP:''' 8 | :'''HP:''' 8 | ||
===Traits=== | ===Traits=== | ||
''Class Rep'' <br> | ''Class Rep'' <br> | ||
Line 23: | Line 336: | ||
==Kuroki Kageri== | ==Kuroki Kageri== | ||
[[File:Kageri.jpg|thumb|Kuroki Kageri with a Midori Type 88 assault rifle.]] | [[File:Kageri.jpg|thumb|Kuroki Kageri with a Midori Type 88 assault rifle. Ears retracted]] | ||
===Stats=== | ===Stats=== | ||
:'''Shoot''' 7 | :'''Shoot''' 7 | ||
:'''Fight''' 1 | :'''Fight''' 1 | ||
:'''Move''' | :'''Move''' 3 | ||
:'''Tech''' 1 | :'''Tech''' 1 | ||
:'''Wit''' 7 | :'''Wit''' 7 | ||
:'''Resolve''' 1 | :'''Resolve''' 1 | ||
:'''Faith''' 1 | :'''Faith''' 1 | ||
:'''HP:''' | :'''HP:''' 3 | ||
===Traits=== | ===Traits=== | ||
''Suppressed Presence'' <br> | ''Suppressed Presence'' <br> | ||
''Lapis Eyes'' <br> | ''Lapis Eyes'' <br> | ||
''Nekomimi''<br> | |||
===Bio=== | ===Bio=== | ||
Token elegant gothic lolita. Is very gloomy. | Token elegant gothic lolita. Is very gloomy. | ||
==Kuroki Keiichi== | |||
===Stats=== | |||
:'''Shoot''' 3 | |||
:'''Fight''' 4 | |||
:'''Move''' 3 | |||
:'''Tech''' 3 | |||
:'''Wit''' 5 | |||
:'''Resolve''' 3/3 | |||
:'''Faith''' 2/2 | |||
:'''HP:''' 8/8 | |||
===Traits=== | |||
''Cold Blooded''<br> | |||
''Street Racer'' | |||
===Bio=== | |||
Kageri's street racing delinquent twin brother. His motorbike was requisitioned. | |||
==Kanzaki Daisuke== | |||
===Stats=== | |||
:'''Shoot''' 4 | |||
:'''Fight''' 4 | |||
:'''Move''' 3 | |||
:'''Tech''' 2 | |||
:'''Wit''' 2 | |||
:'''Resolve''' 4 | |||
:'''Faith''' 3 | |||
:'''HP:''' 13/22 | |||
===Traits=== | |||
''Human Weapon''<br> | |||
''Kinniku Man'' | |||
===Bio=== | |||
Daisuke was a hardworking, well behaved student who made up for his lack of smarts by trying his best, one who excelled at physical sports like Karate, Judo, and other forms of martial arts. Spent his afternoons being shuttled around on Keiichi's bike, punching the shit out of assholes from rival schools for even daring to talk about their school. Time between classes was spent flirting with the Class Rep and Keiichi's sister, or fighting Keiichi over flirting with his twin sister. | |||
In war, though, Daisuke seems to have found his true calling at life, being more than just good at soldiery. Has devoted himself to, when not storming trenches, keeping Kasumi alive. Survived being shot in the gut, kicking a grenade, and shielding Kasumi from a claymore. | |||
==Nakayama Itsuko== | |||
[[File:Itsuko.jpg|thumb|Nakayama Itsuko taking a break at home]] | |||
===Stats=== | |||
:'''Shoot''' 2 | |||
:'''Fight''' 1 | |||
:'''Move''' 2 | |||
:'''Tech''' 5 | |||
:'''Wit''' 3 | |||
:'''Resolve''' 3 | |||
:'''Faith''' 5 | |||
:'''HP''' 13 | |||
===Traits=== | |||
''Medic''<br> | |||
''Shrine Maiden''<br> | |||
''Scrounger''<br> | |||
===Bio=== | |||
Ordinary student, youngest of three daughters. Family runs a shrine on the outskirts of town. She mainly works during festivals and wants to be a doctor. |
Latest revision as of 10:31, 16 February 2013
This is a different history from Student Council Amahara, a world at the tail end of the Sixty Years War, where the Middle Kingdom invades the Dominion of Amahara.
- set AllowBoys = 1
- set AllowForeigners = 0
- Difficulty: Hard
- set DiceSides = 10
- A large update has been made. M.M. 09:36, 9 October 2011 (PDT)
See also: Wartime Amahara: Knowledge Base
Wartime Amahara: Cast
Introduction
In the second half of the 19th century, Amahara embraced the Steam Revolution and grew increasingly assertive on the world stage. Through innovation, economic dominance, alliance and war, the Dominion of Amahara succeeded in its imperial ambitions, becoming a great power and the dominant force in Lotus Asia and the western rim of the Ectasian. Amahara's ascendance brought ever greater enthusiasm for industrial strength and modern technology. Gradually, the old ways fell to the wayside and the quieting murmurs of slumbering gods turned into a deathly quiet. Decades went by and war after sent ripples around the globe. The strength of Rose Europe that had inspired the Serene Restoration proved as hollow a shell as Amahara's maritime empire and even as a new power grew to the west, the gods would not rouse.
Inexorably, the ambitious warlords of the mainland left in the wake of the Yan Dynasty's fall reunified an ever-industrialising empire of over seven hundred million. Faced with the alternative of becoming embroiled on the continent and risk being seen as the Rouran Empire was in the past, the Dominion of Amahara foolishly chose the path of appeasement. Still, no one imagined the balance of power could shift so quickly. On 1 June, 1971, the Middle Empire invaded the country closest to heaven.
Caught on the front lines are the students of the newly formed regional Civil Defence commands. Classes of high school students drafted into a year of military training and service. Somewhere between soldier and civilian, they are thrown onto the hell of the battlefield with only rudimentary training and equipment to die for what was once a holy and inviolable land, the country closest to heaven against the empire at the center of the world.
Stats
- You have 20 points and 3 traits OR 22 points and 2 traits.
- Previously generated characters may dock 2 points and gain 1 trait as a one-time option.
- The minimum stat is 1.
- The maximum stat is 7.
- Your Hitpoints is your Fight + Permanent Resolve + Permanent Faith. This is mostly relevant to low caliber bullets and limited shrapnel, though the tougher characters may survive rifle bullets.
- An ordinary trained soldier has 3 in the key combat and athletic stats and might stat up around or slightly above where you are, so you're actually pretty hardcore for a child soldier. A Lian conscript will have less.
- Your classmates will probably stat 14 or less so they are generally not in your boat, though individual classmate NPCs may be pretty good at one specific thing or another.
- Some tasks peripherally covered by a stat will roll the stat at half dice pool (round up) unless the character has the appropriate Trait. (eg. Stealth)
Shoot
Shoot is the obvious soldierly talent of firing guns and putting bullets in the enemy's face. Amaharan military firearms work on the AK principle, ie they are meant to be fired and generally kept on "automatic" most of the time, switching to semi-automatic for distance shots. Ideally, only controlled bursts are used except in extraordinary circumstances. Green troops overspraying and wasting ammunition is a constant training gremlin deemed acceptable in order to give all individual soldiers access to individual firepower. This is in contrast to the Empire, which takes the opposite extreme of issuing only non-automatic rifles to its regional conscripts.
As you might imagine, shooting guns is the primary form of attack in modern warfare. It is affected by a host of factors, including the weapon used, the firing mode used, the round fired, range, the target's cover or movement relative the shooter, being wounded, dazed, or suppressed, and so on.
Fight
Fight is the soldierly talent of close range combat, preferably resulting in bayonetting the enemy in the face. Amaharan troops are reputed for being good at this sort of thing, having spent the bulk of their military tradition fighting in close terrain. The standard issue combat knife can be used as a tanto or attached as a bayonet to the Type 42, Type 88, and No. 52.
Melee combat is also subject to a few subtleties such as the type of weapon being used by each combatant (if any) but is frequently more open to random chance. Given the option of shooting people from a distance, few soldiers opt for melee combat as a first choice and as such many encounters start as a surprise to both sides.
Athletics
Athletics is one's talent for dodging, running, scrambling or rolling one's way in and out of trouble, preferably in such a way as to indefinitely postpone bullets hitting your face. Note that one cannot actually dodge bullets – once the shot's fired, it's already too late. Instead, protection on the battlefield relies on remaining unseen, getting to and staying in positions preotected from gunfire, or preferably both. It's fairly rare for there to be no nearby cover at all – even going prone in the shallowest of indentations is better than nothing. That said, having athletics is vital for getting to and from cover and is also the stat used for hucking grenades and stealthing while on the move. Unless the throw is particularly difficult, one or two successes is usually plenty for a grenade given its area-of-effect nature. Stealth tends to be contested and is hence better off with the Stealth Trait.
Tech
The default use of the Tech stat is the skill and talent of ensuring the hardware of war remains functional through battle conditions. This includes the ability to unjam and repair guns, setting up heavy weapons, driving, and such other activities that involve mechanical manipulation. It is often customised via character traits that represent specialist knowledge. If the custom trait has nothing to do with the original definition of Tech (eg. Shinto Rites), the dice pool of Tech for its normal uses is halved, rounding up.
Wits
Wits is the talent of noticing things, reacting to them, and being as mentally functional as possible while under intense pressure and danger. This is your main spotters' stat as well as your stealth while camping, though again, the latter works much better if you actually have the Stealth ability. As with Tech, some character traits customise the utility of your Wits.
Resolve
The ability to take damage, continue through pain and general unpleasantness, not scream too much or faint at the sight of blood, etc. Resolve is consumeable, so you start with as many Temporary Resolve points as Permanent Resolve. When unspecified, always roll with your Temporary Resolve. Temporary Resolve can be expended to give yourself a reroll, taking the higher result or to automatically succeed a Resolve roll. Additionally, you do not die when you are killed and can continue to act until your Resolve drains away.
Faith
Faith is your belief in the native gods of Amahara and the Shinto religion. It is not a stat that gets rolled terrifically often but provides a pool of consumeable points that is used as a Perfect Defence that can wander into the realm of the impossible. If you hang on to your Faith, the sleeping gods can cover for you through your first few mistakes. NPC's usually do not get saves for Faith.
Traits
Traits customise your character. There is no pretension that all of them are balanced and some really are going to be very situational or just pure flavor. You can suggest one of your own if you like.
Baseball Team
As a member of the baseball club, you have an uncannily accurate throw that can be applied to grenades or any reasonably throwable object. This Trait allows you to convert your Athletics dice pool to automatic 10's for throwing things. Your default loadout has you carrying more grenades (12) and less of everything else compared to others.
- Soccer Team
- For the truly masochistic, one can be on the Football team instead, gaining the ability to kick anything reasonably kickable. This is generally much more prone to failure with grenades and such but on the other hand (foot), the list of kickable objects includes enemy soldiers.
Catlike Agility
Grants a reroll for grace-based bodily control such as controlled falls, balance, jumps to and from moving platforms, etc.
Charismatic
The person possesses great strength of character or personal magnetism and converts either their Wits or Resolve based charisma rolls to a full pool of 10's. This is mostly used for either keeping spirits up in the unit, dealing with personal crises or convincing Fire Direction that your request is the best possible use of artillery at this place and time.
Cooking Private
Even the battlefield has a place for good cooking. Uses either Tech or Wits and helps unit morale.
Concentration
When conducting extended non-combat tasks, you may spend Resolve to ignore all negatives such as may be caused by bullets flying past your face, explosions, and so on.
Class Rep
What it says on the tin. Female only. A class rep is informally an NCO in training so you do outrank the rest of your classmates and can also appoint assistants to get things done. Class Reps tend to be charismatic and use their full Wit or Resolve stat for Charisma rolls depending on situation.
Cold Blooded
You don't react to death and danger like a normal person and need not make any Resolve rolls against obvious concrete signs of such as the ominous sound of the Plan888 or bullet impacts all around you. Nor are you bothered by even the worst of gore. Besides keeping your cool generally on the battlefield, this greatly reduces the effect of suppression but the lack of flinch reflex also causes you to misjudge danger. Unlike Daredevil this is to some extent a lack of common sense.
Daredevil
You are courageous and deal with fear better than others. When confronted with a Resolve roll against danger, you may, if needed, make a free reroll. So long as you pass, you get a free reroll for any one roll on the relevant dangerous act as if you had spent Resolve.
Glasses
You're dependent on your glasses! However, you're smart enough to extend your mechanical skills into understanding and fixing funky electronics, computers, aircraft and advanced technology. This will mostly not be too terrifically relevant but is flavorful as this is the age of the electronics otaku.
Hot Blood
You are hot-blooded. When you spend Resolve for a reroll, instead turn the action into a full pool of 10's.
Human Weapon
You are a master of unarmed martial arts such as Jujutsu, Karate or Kagura and get free rerolls for any unarmed combat moves that fit in with your style.
Kappa Affinity
You are a fish. Swimming, diving and holding breath (within reason, Resolve in minutes if it matters) are unrolled actions. You can also see and even fight reasonably well underwater.
Kinniku Man
Male only. When using Fight or Athletics for the purpose of pure feats of strength, you get straight 10's. Your amount of hitpoints is doubled.
Lapis Eyes
You have very good visual awareness and acuity so you rarely miss things you're looking for or at. This is generally unrolled but does not help with things outside your visual arc or wide, cluttered environments. For scanning the entire background for danger/enemy/anything interesting, you roll Wit twice and take the higher result.
Light Music
You have a guitar or something. This is mostly flavor because rocking out hard on the battlefield does not help in the least. It's nice to have someone who can sing, dance, or guitar around the campfire though. This can be substituted for any morale keeping flavor ability. The relevant stat is Wit.
Military Otaku
Based on Wits, Military Otaku is distantly related to Tactics except far more amateurish and hardware-centric.
Medic
Turns your Tech skill into a medical aid skill. This is not heals, so to speak, so don't expect to really fix someone up after they've been shot in the face. Having you around really makes everyone else feel better though! A single success of medical attention stops bleeding and stabilises most battlefield wounds. Each additional success restores one hitpoint. Hitpoints can only be restored once per session.
Nekomimi
You are a catgirl. Your ears perk up to let you hear things or notice things when something's really wrong. This is automatic.
Otherspeak
You speak another language in addition to your native Amaharan.
Scrounger
You have uncanny luck finding basic necessities and useful gear out of depots, caches, or just scrapheaps. Uses your Tech skill at full pool. It can be rolled while scrounging to hunt for something specific or it can be rolled at some later point to see if a desired item happened to have been found in a previous scrounging session.
Shrine Maiden
You went to a parochial middle school which is kind of a quaint thing these days, but there you have it. Much like the medic, it is mostly a matter of morale. A Shrine Maiden's Tech skill is treated as her knowledge of priestessly things. She can spend one Faith to reduce the difficulty of any task by half your Faith (round up) after the fact, or appeal for dramatic divine intervention (though good luck with that being practical on the battlefield of the 1970's).
Street Racer
If for some reason you encounter a vehicle that can be driven, you can do it and become pretty epic at it with a combination of Tech and Wit.
Suppressed Presence
Your stealth and sneakiness are enhanced, raising the difficulty of detecting you. Stealthiness is dependent on Wit or Athletics.
Tactics
In this case, your Wit is considered your smarts, or at least your roll to know something. Tactics gives you a better understanding of how shit actually works in combat so that you don't work completely blind. However, executing actions is entirely in your hands. Tactics grants some automatic information based on the level of Wits.
Tinkerer
Minor, unreliable improvements to gear. Uses Wits.
Trap Layer
Represents a deviousness and understanding of trap and ambush that goes beyond the mechanical understanding of how to camouflage or rig a grenade to go off from a trip wire. Provides a bonus to such activities based on half Wits (round up).
War Photography
You have a camera!
Zealot
Allows the limited recovery of faith from shrines based on the character's Faith.
Gear
Assault Rifles
Assault rifles are all-around weapons, being decently maneuverable in close quarters yet powerful and accurate enough to kill from several hundred meters away.
Midori Type 88 8x33mm assault rifle
Back when everyone else was working on making better self-loading battle rifles, the Amaharans made a conceptual skip directly to developing and mass issuing the world's first assault rifle. The Type 88's ruggedness and compromise between accuracy, reach and firepower makes it a fine weapon for combat ranges that doctrine expects soldiers to encounter 90% of the time. The 88-3 is the modernised variant of the classic with much the same sexy look and distinct cycling sound of the original. It is also the default weapon everyone gets, with the first days of the Civil Defence training course devoted to understanding how it is shot and maintained. All variants of the Type 88 shoot a shortened 8x33mm rifle bullet from a long, curved 30-round magazine in either semi-automatic or fully automatic mode. The long magazine does sometimes gets in the way of shooting from prone. Cadets are taught to fire aimed shots at range, automatic bursts when closer in, and full-auto only in emergencies.
- Bulk: 3
- Range: 500m
- Auto: +6
- Damage: 7
Plan1088/89 5.5x45mm rifle
The Middle Empire has multiple tiers of military service and separate equipment for each, a tradition reaching deep into the imperial past wherein regiments of troops raised from regional commanderies are considered less trustworthy than troops raised under the direct command of the capital. The Plan1088 is an intentionally watered-down weapon that fires only in semi-automatic but has most other features of a modern assault rifle. The 1088 shares a few parts with the 1089 but the two weapons fire a slightly different round, with the 1088 cartridge being slightly smaller – the 1089 can fire either round, but regional conscripts cannot use ammunition intended for imperial troops.
- Bulk: 4
- Range: 500m
- Burst: 1.5x/2.0x
- Auto: +7 (1089 only)
- Damage: 5
Sniper Rifle
Sniper rifles deal a lot of damage but cannot fire burst or full auto. While the smaller weapons are perfectly operable by individuals (where it has historically earned the most infamy), some military doctrines prescribe the sniper rifle as a crew-served weapons with a spotter and shooter working as a team. Some of the larger examples require this, given the bulk of the weapon itself and its ammunition. Snipers need good Shoot and Wits and at least decent Athletics. Spotters often share this sort of statblock though they mostly apply the latter two in their capacity.
Midori Type 42/80 8x57mm rifle
This rifle is essentially a shortened version of the same bolt action rifle that was first issued to the Holy Dominion Army way back in 1895, just before the Hehaku Conflict. It is still a long (though slim) gun by modern standards and is unwieldy at close range. As a bolt action rifle, it can fire only single shots and was almost entirely replaced by the Type 88 through the 1940's for good reasons. Nevertheless, it is accurate, ridiculously reliable (being a bolt action) and fires a full powered rifle cartridge, giving it a unique combination of punch, range and precision that can still be militarily useful. A skilled shooter was considered "effective" out to 600m with just the iron sight.
- Bulk: 5
- Range: 600m
- Damage: 10
Plan950 15mm anti-materiel rifle
A special application crew-served sniping weapon. It is a bolt action weapon.
- Bulk: 8
- Range: 600m
- Damage: 16
Pistol
Kana Arsenal No.52 Liz 9x19mm submachine gun
By the late 40's, the requirements for a new Amaharan submachine gun were defined as a pot of extremely ambitious characteristics. This was mainly because the Type 88 could fill almost any role and the submachine gun had to justify its existence in the era of the assault rifle. For some time, it was expected that such specifications were unrealistic, but Kana Arsenal compiled the latest technology of the early 50's into a weapon that passed several of the requirements. The No.52 Liz uses plastic in its construction and is well regarded for its compactness and very light weight. Its best known feature however, is no doubt its mechanical suppression system which makes it a very quiet gun (only as loud as the bolt's cycle). It remains niche in the field for the military as the Type 88 has improved even further since the 50's but is popular for police, special forces and as a reserve armament. In a few cases, Civil Defence will issue the harder hitting Type 88 to boys and the lighter, more manageable No.52 to girls.
- Bulk: 1
- Range: 200m
- Burst: 2.0x
- Auto: +6
- Damage: 4 (eff. 100m)
Kana Arsenal No.63 ' 9x19mm semi-automatic pistol
An ordinary 9mm pistol. Holds twelve rounds.
- Bulk: 1
- Range: 100m
- Burst: 1.5x
- Damage: 4 (eff. 50m)
Shotgun
Shotguns have very short effective range but cannot miss in melee.
Artaria C.C.12g close combat
An Albish pump-action weapon rejected there but found a home in Amahara due to their close combat obsession. It's still a rare weapon but can be seen now and again. As one might expect, it is useless at anything but short range, but is a difficult weapon to miss with.
- Bulk: 2
- Range: 50m
- Damage: 12d (all damage is dice damage)
Machinegun
Machineguns can sustain automatic fire for two or more rounds when limited by ammunition but will tend to overheat once in a while, requiring a round to change the barrel. The effect of recoil can be reduced to 0 depending on the type of mount.
Kana Arsenal No.50 Narumi ni-Go 8x57mm general-purpose machine gun
A decidedly ordinary machine gun but notably inferior in useage to its Imperial counterpart, the Plan888. A crew-served weapon.
- Bulk: 6
- Range: 600m (longer in practice)
- Burst: 2x
- Auto: +8 (1089 only)
- Damage: 9
Kana Arsenal No35/39 Narumi ichi-Go 8x57mm general-purpose machine gun
- Bulk: 7
- Range: 600m (longer in practice)
- Burst: 2x
- Auto: +7 (1089 only)
- Damage: 9
Explosive
Kana Arsenal No.55 Arita rifle grenade
Requires loading a special round into the chamber while fitting the grenade onto the muzzle of the Type 88. This is a somewhat fussier procedure than the fit-and-fire Plan10056 of Imperial forces but the Arita itself is comparatively portable. Comes in numerous variants of which fragmentation and shaped charge are by far the most common.
Kana Arsenal No.45 Milly hand grenade
Artaria Umbral Express disposable anti-tank rocket
A disposable anti-tank rocket. Almost guaranteed to send most enemy armour straight to the umbra!
Armour
Artaria Barrier Jacket
A lifesaving jacket that is effective against shrapnel and may stop bullets from time to time.
System
The basic dice used are d10's. 1's do not subtract but are always a failure and constitute a botch if they outnumber successes. For difficulties above 10, the 10 itself is not a success and needs to explode to 6, then 8, then 10 and so on.
Movement
Your Movement is approximately 10 + twice your Athletics in meters per turn on normal ground if it ever specifically matters. This can be reduced if the ground isn't normal, such as rubble or doubled if one wants to charge recklessly in a straight line. This won't necessarily make you all that much easier to shoot in the face, especially if you limit the dash to within a single round (so enemies can't Aim), but is always risky. Conversely, depending on the availability of cover, you can creep around in relative safety at half this rate.
Initiative
Initiative is rolled when there is doubt as to who goes first. It is very often not in doubt and in those cases, initiative is not rolled and combatants just proceed in the prescribed order. Some actions such as aiming move you to the start or end of a turn, so initiative is only rolled if someone else important is doing the same thing and it actually matters who goes first. Another common example of this is trying to melee someone with a gun from a distance – unless you're within the melee range bracket, the gun will probably win. At the same time it is especially important at close ranges to be the one to shoot first due to the very low difficulties everyone has to kill a target.
- Your init is d1 + Wits + either Shoot, Fight, or Athletics as appropriate for the action.
- A gun subtracts its Bulk from your Shoot initiative. This is typically a combination of the gun's length and weight.
- A gun may add some or all of its Bulk to your Fight initiative or damage if appropriately wieldy. This represents the extra reach or smackiness of a gun.
Shooting
In normal combat, each character gets to shoot once per turn. There are a number of techniques but firing more bullets generally increases the number of dice rolled while increasing the difficulty threshold due to recoil. Shooting properly requires both hands and a certain degree of mental presence that makes most other tasks more difficult or impossible to do at the same time.
- Firing a Single Shot is your simple Shoot roll and uses little enough ammunition that the game usually doesn't concern itself with it though in reality it is, obviously, one bullet.
- Firing a Burst doubles your Shoot roll but increases difficulty by 1 and expends ammunition faster as well, with standard automatic rifles able to do it five times per magazine. It can also represent a double-tap on a semi-automatic or a discrete burst on weapons that have a burst function. Those usually compromise firepower while halving ammunition use.
- Firing on Full Auto applies the gun's full auto modifier to Shoot but expends all remaining ammunition in the clip and increases difficulty by 2. While often wasteful, shooting on fully automatic suppresses enemies heavily and also reduces the effective suppression against the shooter by 1, which can often bring a recruit into mental balance. Additionally, full automatic fire always affects at least a small space and rolls against everybody inside it. A full auto burst can be interrupted by the shooter being hit in midburst or by having little ammunition remaining in the magazine.
- In addition to target shooting, fire can be directed into a general area, reducing effective range by two brackets and causing a Hazard.
Accuracy
- Aiming delays your action while decreasing the difficulty on a single shot. Aiming once delays your attack to the end of the turn and decreases difficulty by one. Aiming for two rounds delays the shot to the end of the next turn and decreases difficulty by two. Further improvement of accuracy requires a superior fire control mechanism to an iron sight.
- By contrast, Snap Shooting allows you to ignore your weapon's Bulk while increasing difficulty by the same amount. This is usually a considerable value, so it is practical only at short range.
- Leaders and machinegunners optionally use Tracer ammunition, which works similarly to aiming as it helps the shooter see the trajectory of her fire and adjust accordingly. After the first shots, each subsequent round of fire on the same point or area target is reduced in difficulty by 1 to a maximum of 2.
- Blind Fire is an option if one wants to do something useful but does not wish to become exposed. It obviously cannot be aimed and effectively just generates a hazard in the space directly in front of your cover.
- A Called Shot is a Single Shot that targets a specific portion of the enemy and normally increases difficulty by at least 2 (eg. Partial Cover). The quintissential headshot is made at +3 while particularly ambitious shooters with a knowledge of anatomy can aim for the motor cortex or an eye at around +5 or so. This sort of scale applies for material targets as well.
Concealment
Concealment, not to be confused with its imouto, Cover, makes you more difficult to shoot or observe. It is a relative value and ranges from 1 (Limited Concealment) to 4 (All But Invisible). The best sorts of Concealment (other than the sort that is also cover) have almost no effect on the concealed person's ability to do either of those things in return while on the other extreme you have things like smoke, which generally works both ways.
Cover
Cover, not to be confused with its onii-chan, Concealment, is a very good thing to have as it usually provides the bulk of your defence against bullets. It is a relative value and ranges from 1 (Limited Cover) to 4 (Dead Space). Cover provides protection in several ways. Firstly, most instances of Cover (besides Armour) also acts as Concealment. Secondly, depending on its completeness, cover renders one or more types of hits invalid or at least protects against them to some extent. It also prevents multiple hits on a single target and lops off successes from the right hand side in groups of 3 until the number of successes is 3 or less.
- A character in Dead Space cannot normally be seen or shot at (and also cannot see or shoot at enemies). Unless indirect ordnance or bullet penetration become involved, the character is actually safe, though she may not think so in the heat of the moment.
- A character in Full Cover may be able observe enemies but not attack them except by blind fire or if the cover is intelligently designed – like the firing slits of a pillbox. Only a single attack success (ie a superficial hits and grazes) are admissable. Note that while they only deal 1 damage on paper, they may still be crippling injuries since they tend to occur around the hands and eyes.
- A character in Partial Cover is moderately covered. Someone at a higher level of Cover normally moves briefly into this bracket in order to fire effectively. At this level, soldiers are well protected but can hit and be hit in return. Two successes are admissable for damage, meaning the vitals (besides the head) are protected.
- A character under Limited Cover has modest protection, a situation that is hardly ideal but considerably better than nothing. One can still be hit in any part of the body, but partial cover still prevents extra successes from rolling over as extra hits.
The usual method of reducing an enemy's Cover is to pin them down and then flank them. How this is accomplished is up to you, naturally. Alternatively, one can get around Cover with a Called Shot.
Stealth and Spotting
Spotting someone is vaguely like "shooting" them, only you roll Wits. You can accumulate successes over multiple turns – 1 means you have located them to some degree, with the fidelity of this information corresponding to the range you're at; 2 means you know where they are; 3 means you can see what they are doing. These successes are accumulated turn by turn. Groups working together with multiple sets of eyes still share a single total and do not stack their results. They do, however, get a whole lot of rerolls. Thus, even poorly trained group can be expected to make progress every turn on where an assault is coming from.
Range increases difficulty as normal, with the Melee bracket having difficulty 2 and increasing by 1 with each increment as normal. The amount of Concealment they are under constitutes "Cover" in this case for limited how well you can spot them. Although shooting constitutes coming briefly out of Concealment, it is perfectly possible for, a well hidden sniper may well wind up having a detection difficulty above 10 at a range of several hundred meters, with victims able to guess at his rough location at best. That said, this may be sufficient if said victims have an appropriate crew-served weapon.
Range
Range increases difficulty. Weapons are listed with an effective range, which is how far an average shooter could hit a human torso about a third of the time under perfect conditions and given the time to aim carefully. In practice, this is the range where base difficulty is equal to the standard White Wolf difficulty of 6. The detailed range brackets in meters are as follows:
- 5 (Melee)/25 (Close)/50/100 (Medium)/200/300 (Long)/400/500 (Very Long)/600/800/1000/etc
Getting Hit
Guns have a damage rating in the form of a number. On a hit, it deals that much automatic damage, plus the same number in dice of damage which are rolled at the WW difficulty of 6.
- One success is a superficial hit that generally deals 1 damage unless it's an exceptionally powerful round.
- Two successes is a hit to a limb and deals only the dice portion of the damage with a minimum of 1. It usually also makes the limb difficult to use without Resolve.
- Two successes where both are 10's or if a 10 explodes is a headshot and does 4x dice damage.
- Three successes is a solid torso hit, generally dealing full damage.
- A weapon firing on burst or full automatic with more than three successes will deal bonus damage. The amount of damage is the square of the number extra successes beyond 3.
Recovery
- After every session, each character restores half their missing Hitpoints, rounding up.
- After each battle or phase of an extended battle and on occasion when you do something appropriate, regain 1 Resolve.
- After every campaign/story arc, each character fully restores Hitpoints, Resolve and Faith.
Hazards
Hazards have a dice rating depending on their severity. It can be a very large pool of dice, especially for things like grenades but at a high difficulty once you're at a decent range. They also deal 1 automatic damage if you are exposed to it. Unlike bullets, they can be resisted by whatever is appropriate at standard difficulty which is reduced by the presence of available cover. The roll is often the lower of Wits or Athletics though it could be as bizarre as Fight or Faith. Excess successes by the hazard deal a point of damage each and this usually turns out to be less damage than getting shot aside from cases where you are a foot away from a grenade. The exception there of course is where the hazard is a spray of bullets, in which case it will be exactly as if you'd been shot.
Miyazawa Kasumi
Stats
- Shoot 4
- Fight 3
- Move 3
- Tech 2
- Wit 6
- Resolve 2
- Faith 3
- HP: 8
Traits
Class Rep
Tactics
Bio
Miyazawa Kasumi is a somewhat tall, unusually dark haired girl who is regarded by most as one of the three beauties Mitoma High. As class rep, she's in charge of doing various things for the class, organizing them for events, liasing with the student council... and that thing she never expected to do, lead them in battle.
In truth Kasumi can barely believe this is happening. She signed up for class rep because it's a good way onto the student council not to lead people in combat! Isn't the navy supposed to protect Amahara from invasion? She never expected to have to fight, not to mention she never expected to have to lead.
In truth Kasumi is scared out of her mind, and wonders if this is all just a bad dream. If she can ever shake off her sense of horror and unreality she'll be an excellent tactician, but if she can't, it'll probably kill her.
Kuroki Kageri
Stats
- Shoot 7
- Fight 1
- Move 3
- Tech 1
- Wit 7
- Resolve 1
- Faith 1
- HP: 3
Traits
Suppressed Presence
Lapis Eyes
Nekomimi
Bio
Token elegant gothic lolita. Is very gloomy.
Kuroki Keiichi
Stats
- Shoot 3
- Fight 4
- Move 3
- Tech 3
- Wit 5
- Resolve 3/3
- Faith 2/2
- HP: 8/8
Traits
Cold Blooded
Street Racer
Bio
Kageri's street racing delinquent twin brother. His motorbike was requisitioned.
Kanzaki Daisuke
Stats
- Shoot 4
- Fight 4
- Move 3
- Tech 2
- Wit 2
- Resolve 4
- Faith 3
- HP: 13/22
Traits
Human Weapon
Kinniku Man
Bio
Daisuke was a hardworking, well behaved student who made up for his lack of smarts by trying his best, one who excelled at physical sports like Karate, Judo, and other forms of martial arts. Spent his afternoons being shuttled around on Keiichi's bike, punching the shit out of assholes from rival schools for even daring to talk about their school. Time between classes was spent flirting with the Class Rep and Keiichi's sister, or fighting Keiichi over flirting with his twin sister.
In war, though, Daisuke seems to have found his true calling at life, being more than just good at soldiery. Has devoted himself to, when not storming trenches, keeping Kasumi alive. Survived being shot in the gut, kicking a grenade, and shielding Kasumi from a claymore.
Nakayama Itsuko
Stats
- Shoot 2
- Fight 1
- Move 2
- Tech 5
- Wit 3
- Resolve 3
- Faith 5
- HP 13
Traits
Medic
Shrine Maiden
Scrounger
Bio
Ordinary student, youngest of three daughters. Family runs a shrine on the outskirts of town. She mainly works during festivals and wants to be a doctor.