----COMBAT----
-Might: Used for melee and close range combat (Always used inside buildings, within 6 tiles on outside maps)
-Agility: Used for medium-long range shots.
-Wisdom: Used for tactical weapons (flashbangs, frags, C4, smokes)
-1 dmg: Arm, leg, nonlethal shot, no status effect.
-2 dmg: Body/chest shot nonlethal, no status effect.
-3 dmg: Chest, neck or head shot typically fatal, if not status effect or bleed life until stabilized by another player. If not stabilized, theywill die in 2 turns.
-Life and PP: For a starting character, life must be at 4, PP must be at 2.
-PP can be used for constitution rolls such as kevlar saves, skipping reload wait times, running to farther covers to flank, and other things. Just ask me. it's also used for Support's first aid ability.
-No cover: Out in the open, will receive full damage. Cannot be suppressed, must be shot at.
-Half cover: Represented by light gray tile, will negate one star of damage, if suppressed here you will lose 2 action dies until suppressor stops or is killed. Can be destroyed with explosives or continued fire on the position, reducing it to no cover. Able to be vaulted over.
-Full cover: Represented by dark gray tile, will negate one stars of damage, if suppressed here you will lose 1 action die until suppressor stops or is killed. Impossible to destroy with gunfire, but able to be weakened with explosives.
-Smoke cover: If a smoke is used by a support, anyone in the smoke is given the same stats as he would in half cover, save for the destructibility. The smoke spreads out in a 6x6 tile area.
-Flanking/surprise: If to the side of an enemy where you can see them out of cover, roll 2 extra die to your attack.
-Suppression: Can be used to suppress targets in cover, decreasing their action rolls. If the suppressed target wants to move from cover, the suppressor gets a free reaction shot. The Heavy class has an LMG, which adds an extra die to all suppression attempts/effects, and only costs the heavy 1 ammo to suppress.
-Ammunition: Each player gets 4 attacks before emptying a magazine with their primary weapon. Suppression costs two attacks. Class-specific weapons such as the Heavy's rocket launcher or Support's grenade launcher have one use before they need to be reloaded. They can then either reload, taking a turn, or pull out their sidearm, which has two attacks separate from the primary weapons. Sidearms cannot be used to suppress. You have unlimited ammunition, you just have to reload. Reloading after/before battles is permitted.
-Explosives: Heavy and Support are the only ones allowed to use explosives, as they are powerful.
-Might: Used for melee and close range combat (Always used inside buildings, within 6 tiles on outside maps)
-Agility: Used for medium-long range shots.
-Wisdom: Used for tactical weapons (flashbangs, frags, C4, smokes)
-1 dmg: Arm, leg, nonlethal shot, no status effect.
-2 dmg: Body/chest shot nonlethal, no status effect.
-3 dmg: Chest, neck or head shot typically fatal, if not status effect or bleed life until stabilized by another player. If not stabilized, theywill die in 2 turns.
-Life and PP: For a starting character, life must be at 4, PP must be at 2.
-PP can be used for constitution rolls such as kevlar saves, skipping reload wait times, running to farther covers to flank, and other things. Just ask me. it's also used for Support's first aid ability.
-No cover: Out in the open, will receive full damage. Cannot be suppressed, must be shot at.
-Half cover: Represented by light gray tile, will negate one star of damage, if suppressed here you will lose 2 action dies until suppressor stops or is killed. Can be destroyed with explosives or continued fire on the position, reducing it to no cover. Able to be vaulted over.
-Full cover: Represented by dark gray tile, will negate one stars of damage, if suppressed here you will lose 1 action die until suppressor stops or is killed. Impossible to destroy with gunfire, but able to be weakened with explosives.
-Smoke cover: If a smoke is used by a support, anyone in the smoke is given the same stats as he would in half cover, save for the destructibility. The smoke spreads out in a 6x6 tile area.
-Flanking/surprise: If to the side of an enemy where you can see them out of cover, roll 2 extra die to your attack.
-Suppression: Can be used to suppress targets in cover, decreasing their action rolls. If the suppressed target wants to move from cover, the suppressor gets a free reaction shot. The Heavy class has an LMG, which adds an extra die to all suppression attempts/effects, and only costs the heavy 1 ammo to suppress.
-Ammunition: Each player gets 4 attacks before emptying a magazine with their primary weapon. Suppression costs two attacks. Class-specific weapons such as the Heavy's rocket launcher or Support's grenade launcher have one use before they need to be reloaded. They can then either reload, taking a turn, or pull out their sidearm, which has two attacks separate from the primary weapons. Sidearms cannot be used to suppress. You have unlimited ammunition, you just have to reload. Reloading after/before battles is permitted.
-Explosives: Heavy and Support are the only ones allowed to use explosives, as they are powerful.