NITIATIVE – Governs Intuition (more info about enemy troops and their intentions), Battle Sense (more info about the battlefield and environment including cover and concealment), Supression Resistance, and avoiding shots.
Use an action for Intuition to gain information on troop numbers, organization, location, and behavior. The higher the initiative, the more information.
Use an action for Battle Sense for information regarding the surrounding environment. Be creative.
Suppression resistance is the amount of times you can be fired upon before you are suppressed. When you are suppressed, you can not move normally, fire your weapon, or rest your fatigue. You may throw grenades as normally, speak to teammates, and crawl, however. Actions you may be able to take depend on the situation.
Initiative is the main stat used to avoid shots. You can spend an action to increase your initiative by +1, and an additional to increase your initiative by +3 until next turn.
And “SPECIAL TRAIT”, which is determined by the player. Can be an item or small unique buff.
Examples include:
Reducing recoil gained by – 1 for the first attack action in semiautomatic or automatic fire
Movement speed of 7 squares instead of 5
Extensive knowledge of Not-Nazi troop strategy
A Not-Allies' weapon chambered and modified to accept Not-Nazi ammunition.
Extra helmet
Drum Magazine x1
Suppression resistance doubled
Increased effective range of SMG
Equipment -
Many equipment found fall into these categories. Some are unique.
Firearms
[Name]
[Type]
[Magazine Size]
[Ammo Type] (Country) (Weapon type)
[Effective Range] (In squares)
[Range Bonus] Typically +3 within range bonus for rifles, +2 for SMGs
[Reload Speed] 1-6 steps
[Fire Modes]
[Automatic Fire Bonus]
[Weight]
Uniform/Clothes
[Country]
[Quality]
[Rank]
Magazines
Clips
Ammunition
Helmet
Boots
Gloves
Etc. More to follow, but this is all of the basics of the game I have, tailormade for a quick game.What do you think?