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Charlie Foxtrot

Da Fleas! 2000
The Rogue Warriors Ten Commandments of SpecWar 1. I am the Warlord and the wrathful god of combat and I will always lead you from the front, not the rear. 2. I will treat you all alike, just like shit. 3. Thou shalt do nothing I will not do first, and thus will you be created warriors in my deadly image. 4. I shall punish they bodies because the more thou sweatest in training, the less thou bleedest in combat. 5. Indeed, if thou hurteth in thy efforts and thou suffer painful dings, then thou art doing it right. 6. Thou hast not to like it; thou hast to just do it. 7. Thou shalt keep it simple, stupid. 8. Thou shalt never assume. 9. Verily, thou art not paid for thy methods, but for thy results, by which meaneth thou shalt kill thine enemy by any means available before he killith you. 10. Thou shalt, in thy warrior's mind and soul, always remember my ultimate and final commandment: There are no rules, thou shalt win at all cost.

(Taken from Rogue Warior: Red Cell by Richard Marcinko and John Weisman)

THE TURN The game is played in a series of alternating turns. Play shifts from one player (operator) to another in a simulation of simultaneous movement. There are two types of turns. A round is 1 minute in gametime. Operators may use their AP's in a full minute (AP x 6). This is good for long movement and completing tasks. The tactical turn is ten seconds long, this occurs as soon as combat starts or when the enemy detects the operator, or when the players wish it to start. This turn allows for greater detail during play. SETTING UP If players are playing a certain mission, terrain should be placed on the tabletop according to the directions of the mission. Once all of the terrain has been placed on the table players deploy their operators either to the guidelines given in a mission. INITIATIVE To determine which player moves first, both roll a 1d10-sided die and the highest roll goes first. TAKING TURNS The player who wins the initiative roll may expend all of the action points for all of his operators as he sees fit, then the opposing player expends his own [Note: of course a player may choose not to use all action points for a operator or even not use the operator at all that turn.] Once all operators have been used that are going to be used, then the turn is over. The game continues in this turn fashion until one side completes its objective or eliminates all of the operators of the other side. MISSIONS and VICTORY CONDITIONS Victory conditions should also be detailed but specific. There should be 3 levels of victory, Major (Worth 100 VPs for all players), Minor (worth 66 VPs to all players) and Basic (worth 33 VPs to all players). Read some sample missions and you will grasp the basic idea. Tally each kill for each operator and subtract 1 VP for each. This should keep the CF team covert rather than just walking in and blowing the place to hell. Also, you may give 1 VP for overtime they successfully use a skill. Game play The turn sequence. The basic concept here is to allow you to break up all the AP's and use them in steps. You just cant have 1 man, running 30 feet, drooping 2 'nades then dumping an entire clip into a bunker. Also, with the way combat is setup, the turn must have a time based structure. The game is broken up into Rounds and Turns. A round represents 1-minute intervals (also known a OPERATIONAL round). Each TACTICAL turn will be 10 seconds. Gameplay starts in rounds, then switches to turns when combat starts. Each operator can perform any actions that would take 10 seconds (Now some skills may take minutes of game time but combat is very fast). Divide each operators AP's by 6 (60 seconds) to come up with how many AP's each operator can use in a turn. Play will start with an initiative roll then the operators alternate (one good guy, one bad guy) until all operators have spent their allotted AP's for the 10 second turn. AP's may not be carried over (please see reserve APs). This prevents 1 man doing things like the Flash. Once in a while one players operator will move before another and kill a enemy operator, the enemy operator may not perform any actions as he was a taken by surprise this turn. If the enemy operator had already moved, then saved some APs for reserve, he would have been able to react to the attack such as dodging or taking cover. This turn sequencing will allow players to figure out a realistic non-cyclic rate of fire for all weapons. DETECTION Visual Before an operator can see another, he must make a visual check. There are two types, passive and active. Each model has a forward viewing arc of 180*. Passive detection is when the enemy is not alerted of the operators presence. The enemies detection range is 100% up to 100 feet. The enemy can detect movement (when the operator spends more than 1/2 AP's on actions) up to 200 feet. Beyond that, he isnt really paying attention. Active detection is when the enemy is alerted and ready for action. He can see and detect targets just like

the operator can. A vision check need only to be made if the LOS is compromised, or when seeing the operator is questionable (such as seeing a camouflaged sniper in a tree). There is no range limit. Have the detectee roll a percentile dice, and then the detector must roll higher than this number. All detection ranges are reduced by 25% at night. The referee will have to make determinations as he sees fit. Noise Factor Each operator makes a certain amount of noise. This is rated as a noise factor anywhere from 1-100. At the end of the operators turn; calculate his noise factor (speed, actions or firing weapons). This is the number of feet away from the operator that the enemy is able to hear him. Then turn the factor into a percentage and roll. If the roll is = or > than the factor, he is heard. Noise modifiers: Light rain -10 Heavy rain -20 Light wind -5 Med wind -10 Heavy wind -20 Inside structure +10 Hacking through vegetation +20 Wading streams/river +10 Normal voice +10 Whisper +5 Moaning (less than 1/3 +10 original hits) Radio +10 Firing weapon +500 Firing wpn (suppressed) +10

ACTION POINTS Each operator has a certain number of action points (up to the maximum 15) with which he may perform actions. Each action that an operator wishes to perform has some amount of APs that must be used to complete that action. RESERVE APs If a player so wishes, he may choose to use a unit during the beginning of a turn, but keep some action points in reserve for later use in the same turn. These reserved action points can be used at any time in the current turn by letting your opponent know at which point he must stop the operator he is moving and allow you to use your reserved points. For example, you may choose to move an operator from an open position to behind the cover of a building and reserve the rest of the action points to fire at an enemy moving through your line of sight later on in the turn. (Also known as overwatch or opportunity fire). Reserve APs cannot be carried over into the next round. APs and ENCUMBRANCE Obviously you can't climb up a steep cliff, fire wildly into the air, and charge an enemy if you are carrying 200lbs of weight on your back. So, APs are effected by the operator's current Encumbrance in the following manner. 50lbs or under - operator is "unencumbered" No penalty 51lbs to 100lbs - "partially encumbered" -1 AP penalty 101lbs to 150lbs - "fully encumbered" -2 AP penalty 151lbs to 200lbs - "over encumbered" -3 AP penalty A player cannot carry more than 200 lbs. of weight except for certain

Circumstances as directed by skills and/or missions. MODES An operator may "Slip" into a mode. Player must announce what mode the operator is in at the beginning of a turn, pay the AP then play as normal. Sweep and Clear 4/turn The operator moves with his weapon at eye level ready to fire. This is the popular stance for clearing building and rooms. Operators in this mode always have the initiative, must move first and combat results for projectile weapons is resolved immediately. This mode reduces the noise factor of an operator by 20. There is no to hit modifier 5/turn The operator tries to make itself unseen by enemy eyes. Operators may hide in any cover and may not be targeted by the enemy, though they can take area effect damage from explosives such as grenades. An operator can remain hidden for as long as he wishes as long as he commits no action to betray his position such as moving or firing. Hide

4/turn When in hiding, an operator may sneak through cover by staying close to the cover. The operator may not come from behind the cover. The operator noise is reduced by 30. ACTIONS and AP COST LIST There are two basic speeds. Operators are going at slow speed if they use 1/2 or less their APs this turn for movement, which creates a noise factor of 40. Spending anymore than 1/2 is a fast speed and creates a noise factor of 70 and has modifiers when shooting or being targeted. Movement Cost Noise factor modifier Move, Normal 1/inch Move, Arctic 3/inch Move, Desert 2/inch Move, forest 2/inch +10 Move, Mountain 2/inch +5 Move, Jungle 3/inch +5 Move, Swamp 4/inch +10 Go prone, kneel 0 +5 Stand up 1 0 Crawl 2/per inch +5 Climb, obstacle(fence, wall) 5/same height +10 Climb, ladder/incline 4/inch +5 Dive, evade 5 (reserve APs) +20 CQB, unarmed 3/attack +50 This is an unarmed HTH attack. Operator uses its hands and feet to try to damage an opponent. To attack roll 1d20 and a success is a roll at or below your CS minus the opponents AR rating (plus and CS modifiers for HTH skill). A roll of 1 indicates a critical hit and causes 2 Hits of damage to be done to the enemy operator. A normal success (at or under your CS) causes 1 Hit of damage. A roll above your CS indicates a failure to connect and a roll of 20 always indicates a critical failure. A critical failure means that your operator looses all of the rest of his AP points for that turn. Operators must be in base to base contact for one to perform a BRAWL action on the other. If your operator causes 4 points or more of Hit damage to an operator in a single turn, that operator is considered stunned and that operator loses half (rounded down) of its AP points its next activation. CQB, armed 4/attack +10 This is an attack with a Hand-To-Hand weapon on an enemy operator in base to base contact. Roll against your CS minus the AR rating of the operator you are attacking (adding CS modifiers for weapon skill). A roll at or below your CS indicates a hit. Roll for damage against the opponent. A roll

Sneak

above your CS indicates a miss. An unmodified roll of 1 is a critical hit (damage x 2) and an unmodified roll of 20 is a failure (operator loses rest of APs that turn). If your operator causes 4 points or more of Hit damage to an operator in a single turn, that operator is considered stunned and that operator loses half (rounded down) of its AP points its next activation. Throw, grenade/item 4/item +5 An operator may throw many HTH weapons and grenades up to 60 feet (average man/ standard grenade) in range. Roll on your unmodified CS/R and a success means that you hit the target you were aiming for. A miss means that your thrown weapon has deviated (Roll a 1d12 for direction, then 1d4 per 10 feet thrown in that direction. Fire, weapon (as per weapon) Fire, weapon (Full-auto) Pick up, object/item Reload, weapon Reload, 1 round Change/restow, weapon Change/drop, weapon 3/per 50lbs 4/clip/cylinder +10 1/rnd +5 (shotgun shells, .50cal) 7 +5 3 +5 2/burst 1/rnd

Murphys Laws of Combat 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. You are not a superman If its stupid but works, its not stupid. Dont look suspicious, it draws fire. (This is why Aircraft Carriers are called BOMB MAGNETS!) When in doubt, empty your magazine. Never share a foxhole with anyone braver than you are. Never forget that the lowest bidder made your weapon. If the attack is going well, youre probably going to get ambushed. No plan survives first contact, intact. All 5-second grenade fuses burn down in 3 seconds. Try to look unimportant, cause the bad guys may be low on ammo. If you are forward of your position, the artillery will fall short. The enemy diversion you are ignoring, is probably the main attack. The simple things are always hard. The important things are always simple. The easy way is always mined. If you are short of everything, you are in combat. When you have secured a territory, be sure and tell the enemy. Incoming fire has the right of way. Friendly fire isnt. If the enemy is in range, SO ARE YOU. No combat ready unit has ever passed inspection. Beer math is, 2 beers per man X 37 men = 49 cases. Body count math is, 2 guerrillas + 1 probable + 2 pigs = 37 kills. Things that must be together to work, usually arent shipped that way. Radios will fail as soon as you need fire support, desperately. Anything you do can get you shot, including doing nothing. Tracers work both ways. The only thing more accurate than incoming fire, is incoming friendly fire. Make it too tough for the enemy to get in and you cant get out.

30. If you take more than your fair share of objectives, you will in the future have more than your fair share of objectives to take. 31. When both sides become convinced they are about to loose, they are both right. 32. Professional soldiers are predictable, but the world is full of amateurs. MURPHY WAS A GRUNT.

WEAPONS COMBAT The to hit calculation: The to hit or attack roll with a weapon is based on percentages (my favorite cause everyone can relate to them). All weapons have been test fired and the results have been listed elsewhere. This combat system is a true as it gets. I took the stats for the Walther PPK (a .380) and compared my shooting ability (U.S. Navy Expert pistol and rifle). I then went to the gun range with my Walther and was astounded at the results. Believe me when I say the stats are dead on. This % to hit for each operator is based on two things. The operators CS/R, and the weapons ability to hit the target. Each weapon has technical overview and the to hit stats are listed on the weapon chart.

M16A2

Stats: (these stats are taken from actual test firings in the field are extremely accurate) Operation: Gas direct action Fire: Select with 3 round burst Rate of fire: SS (single shot) 45rpm(45 rounds in one "round" or 7 shots in one 10 second turn) A (auto) 150rpm(150 rounds in one "round" or 25 shots in one 10 second turn) Muzzle velocity: 945 m/s (3100fps) Muzzle energy: 1764 Joules Sights: Adjustable, aperture/post, range 800m Feed: 20,30 or 30/45rnd removable box magazine Weapons weight empty: 3.583kg loaded: 4.066kg Service: U.S. Forces and commercial sales Grouping: 17.55 inches @ 400 yds Ammo: 5.56x45 Effective range: 800m Dispersion angle: .0698293 degrees, 1.24141 NATO mils. Damage: 4 M16A2-This product is an upgrade from the M16A1. The M2 has a new barrel that allows a rifling turn rate of 1 in 7 inches allowing effective use of the new SS109 (M855) 5.46mm round which is now the NATO standard. This gives the weapons an effective range of 800m. Even with the new barrel, the A2 is still backward compatible and can use the older ball type ammunition to deplete older ammo stocks. The M2 is the standard for the US military. Its options include semi and full automatic fire, and a compensator/flash suppressor for better full-auto stabilization. Also a cartridge case deflector to deflect casings away from the face of left handed shooters.

Hit probability chart for the M16A2: Rng (m) 0-150.0 151.0-250.0 251.0-800.0 Body 0.985 Head 0.876 0.918 0.714

0.714 0.465

To figure out hit probability for each operator. Take their rank and multiply it against the chart (depending on the range), then round up. Our two operators listed above will look like this: WS 25% Rng (m) 0-150.0 151.0-250.0 251.0-800.0 WS 50% Rng (m) 0-150.0 151.0-250.0 251.0-800.0

Body 25%

Head 22% 23% 18%

18% 12%

Body 74%

Head 66% 69% 54%

54% 35%

All to hit rolls are based on "Body" shots. Specific to hit rolls like detonating grenades, sniping heads or other wise hitting target the size of a mans head uses the "Head" shots probably will not be used for standard combat. All head shots cost 2 AP's rather than 1 for aiming purposes. The to hit roll is rolled on a percentile dice. On SS, the M16 shoots 7 rounds in 10 seconds (1 turn), 1 AP for each shot. So for 7 AP's, the operator shoots, and rolls for 7 rounds at one target, or +1 AP for each additional target. It would be like this: The WS 50% dude with 8 AP's, has 2 targets, one at 149m, and the other at 266m. He fires 3rnds at the body of the close target for 3 APs', and rolls a 38%,76% and a 92% for 1 hit. He then fire's at the longer target for 5AP'S and gets a 48%,50%, 64% and a 79% for 2 hits. The operator has expended all his AP' for this turn of 10 seconds, keeping within the weapons 7 round/turn or 45rpm firing capability. NOTE: any to-hit roll of 01 is a instant kill, any roll of a 00 is a weapons jam and takes a Roll of Fate to unjam at the cost of 1 AP per roll. Damage roll: Let's take a look at the rounds that hit. The first target took 1 hit with a roll of a 38%, which would be a HW on the Wound chart. The second dude is wearing a kevlar vest. The to hit rolls made were 48% and a 50%, now a 78% and a 80% modified by the vest for two ST (they would have been LW without the vest). Two stuns add up to be a LW. The targets looses all his APs for this turn and has a hell of a bruise on his chest.

Explanation: Imagine a gook officer at at 149m or 447ft (75 inches for 28mm scale or WH 40k or 50cm for Epic where 1cm is 10 feet). An Army ranger concealed in tree post fires 3 rnds (Crack! Crack! Crack!) and strikes him once in the chest and drops to the ground heavily wounded. The Ranger sets his sights on a halftrack machine gunner about 266m or 798ft (133 inches or 80cm). He fires 4rnds to increase his overall hit probability (Pa-Pa-Pa-Pow!) and strike the dude and hits him twice in the chest, the other two rounds ricochet off of the cab and shatter the windshield. The gunner is still alive due to his Flack vest and only gets knocked to the ground, stunned. These rules are rather complicated but very goddamn accurate. If ya want realism, here ya go. Once you get used to basic bookkeeping, it should not be difficult. You see, if the games number and stats are recorded

as real as possible, the only minor mathematical changes need to be made to convert from one scale (40K 28mm) to another (Epic 10mm). This should work with the weight and encumbrance system too (everything is in kg. There are 2.2046226kg in a pound just round up). It will slow gameplay but make it very exciting, detailed and realistic.

Steps for combat There are a few steps to follow when resolving combat hits and damage. 1) Choose weapon- Each weapons has a rpm (rounds per minute) that it can fire. This may be either SS (single shot) or (automatic) types of fire. State which you choose to use for this turn. Then take the rpm and divide it by 6. This will give you the maximum number of rounds you can fire in one turn (each turn being 10 seconds). Full auto is handled in bursts. Trained professionals learn to control automatic fire in order to save ammo, and some weapons only have a 3 round burst option. For full auto, find the (A) rpm for the weapons and consult the chart below. (A) rpm 3 rnd burst Up to 100 101-140 141-180 181-220 221 and up # of To Hit rolls 1 4 5 6 7 8 -5% -5% -5% -5% % modifier -10% -5%

This chart puts 3-6 rounds in a burst. The rate of fire on full auto for a weapon is calculated by giving that weapon a certain number of possible hits per turn. Each burst costs 4 APs. This cost as well as the number of hits for a weapon is based on the number of rounds a weapon can fire in ten seconds, or 1 turn. The To Hit modifier represents that while the first few rounds are fairly accurate, the rest tend to be pulled off target. Therefore, the 5% To Hit mod is accumulative for each To Hit roll made in a turn. For example, if you fire 6 bursts, the total negative To Hit modifiers for the 6th burst would be 30% but for the next turn, it starts over. The To Hit modifier for the 3 rnd bursts is twice as much as full auto fire because there are only 3 bullets fired at a time vice 3-6. The To Hit modifier is not accumulative. If you were to take a M16 and fire a 3 rnd burst at a man about 200 yards away, aiming at his feet, the first round would strike there, the second would hit his chest and the third might hit his head. Each burst may target separate targets but each new target after the first must be within 10 feet of the last. Alternatively, if two targets are more than 10 feet apart you may walk the shots into it by having each burst strike a point 10 feet from the last, until the intended target is reached. (For example: You have 6 bursts. The first target is hit with burst 1, and the second target is 20 feet away, you would skip bursts 2 and 3 then make your To Hit roll with the fourth burst, and 5 or 6 if you wish). Walking the Dog: When shooting full auto, uninterrupted, at the same target for more than one turn, you gain a 10% each consecutive turn (second turn +10%, third turn +20%, fourth +30%). This also mean your operator is just standing there firing his weapon from turn to turn and the barrel turns white hot. Melting the barrel: It is possible to melt a barrel by firing so many rounds in a short period of time that the friction of the bullets creates more heat than can be dissipated. In general, if any weapon on full auto, fires the max number of bursts every turn for 3 turns in a row (30 seconds of continues fire) the weapon jams and is useless until the barrel is replaced. This time limit is based on the M60, as full auto firing time is around 25-35 seconds.

2) LOS- Determine if you can see your target. Nominate then roll to hit. 3) To Hit- By measuring the range to the target, determine the to hit probability number given for each weapon in regards to the appropriate range and target size (body or head). Multiply this number by your operator marksmanship skill. The result is the number you need to roll = or > on a 1d00. (If 1 inch = 10

feet, the multiply the number of inches by 10 and divide by 3.4 to get Meters to the target)

4) Modifiers- Before rolling to hit, add or subtract all modifiers listed for each of the four categories below. When a bullet is fired, it is effected by 4 factors. Weapon->Shooter->Target->Damage If a modifier conflicts or seems redundant, use the first modifier then ignore the rest. 1) Weapon: The weapon is designed to fire the bullet and make is as easy as possible to strike the target. Some weapons use iron sights, a scope or a laser sight. Even the weapons basic design modifies the bullet trajectory. Add (+) or subtract (-) the modifier of the weapon to the weapons Hit probability listed for that weapon. Condition Not using scope Inconsistent usage Shooting from hip Shooting max SS Shooting full auto Modifier -.2 -.2 -.1 -.2 as per bursts (see above)

Definitions: Not using scope: Even thought the weapon has a scope, the shooter is using the iron sights, point shooting or shooting at a target less than 50 feet. Inconsistent shooting: The shooter is using the weapon as it was not intend for. Like using a sniper rifle to sweep and clear a room, or using a pistol to snipe with. Shooting from the hip: Not using sights, not having time to use sights. Shooting from the hip always gives the shooter the initiative. Shooting max SS: When shooting the maximum number of rounds possible for that weapon (or more than half the max SS) you incur this penalty, as the weapon cannot remain on target from the recoil. Shooting full auto: As with shooting max SS, but with a stiffer penalty. Most weapons on full auto tend to pull up right. 2) Shooter: The shooters skill is unchangeable but different outside conditions can easily modify the shooters ability to hit the target. All modifiers are added (+) or subtracted (-) from the shooters WS%. (Kneeling adds no modifier as it is a standard shooting position) Condition Standing Prone Suppressed Moving, Slow speed Moving, Fast speed Drawing a new bead with scope Point shooting Shooting indoors Modifier -5% +5% -10% -5% -10% -10% -20% -10% -10%

Definitions Standing/Prone: It is more difficult to keep the muzzle still when standing, prone offers more of a stable position. Suppressed, it is very hard to return accurate fire, when being fired upon.

Moving Slow,Fast: It is impossible to use and kind of sight other than point shooting while moving. Drawing a new bead/With scope: Firing a weapon and changing targets takes time, trying to do it quickly draws the nest shot off target. With a scope, one must take more time and refocus on a target. This only applies for the same turn. Sweep and Clear: With a weapon raised, point shooting is paramount. This rule should counter act the moving penalty. Point shooting: Most, if not all combat weapons fire is done using point shooting. Point shooting is taking a wide stance, keeping both eyes open and firing the weapons at the center of the target, as fast as possible. This is a purposeful action where as shooting from the hip is a sudden instinctual movement. Shooting indoors: When shooting indoors, bullets tend to deflect off of walls and other crap laying around. 3) Target presentation: The target must present itself well to the shooter if the bullet is to hit. These modifiers are added (+) or subtracted (-) from the calculated To Hit roll. These conditions are how the target presents itself to the shooter. Condition Less than 50% Moving, slow Moving, fast Kneeling/Sitting Prone Silhouetted/shadowed Behind glass Wounded (MW or worse) Modifier reduced by -10% -30% -20% -30% -30% -40% +20%

Definitions Less than 50%: The target is partially hiding or obstructed by a bush, wall or any other type of soft/hard cover. Moving Slow/Fast: You must lead a target that is moving, more so than normal the faster he is going. Pilots call the Angle of Deflection. Keeling/Sitting: The target presents less than half of its body to the shooter, but is not hidden. Prone: Prone is the best defensive shooting position. You make a very small target and gain the most shooting stability. Remember to keep your heels down!!! Silhouetted/shadowed: This can be if a figure is standing in a doorway at night with the light on, on the edge of a light source just barley visible, or is a target is light up by a brief light or muzzle flash. Behind glass: This is if the target is, well, duh. You can also use this for shades, blinds or obstacles than you can see the target through. Wounded: The target is easier to hit if hes wounded. 4) Damage- If the shooter scores a hit, roll a % die on the Hit location chart for shits and giggles. Then roll another 1d00 for each hit to check for the quality of the hit. Cross-reference this number with the damage class given for each weapon on the Wound level chart. Apply the results and they take effect immediately. Wounds may accumulate. Armor may effect this roll. Special ammo and weapons shooting a 3 round burst will move the damage class of the weapon to the right 3 columns. WOUNDS There are 4 types of wounds: LW- A light wound stuns the operator and causes minor bleeding and or shock. Such as a nick, or a round that has been stopped by armor, or a blast concussion. The round does not actually cause physical harm per say, but gives the target a reality check! The target losses all APs and reserve APs for this turn. MW- A medium wound is non-fatal flesh wound. Such as a round passing threw the arm or leg. The target looses All APs for this turn, and all APs for the following rounds are reduced by 1/4. A medium wound may be downgraded to a LW if the target is the recipient of first aid. Medium wounds heal within 2 weeks

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(not totally but close enough for government work). The target also has a 25% chance of dropping his weapons and his noise factor is increased by 25 permanently. HW- A heavy wound is a fatal flesh, body cavity or bone breaking wound. Such examples are a shattered hip, compound fractures, thoracic cavity breach (sucking chest wound), abdominal evisceration or amputated limbs. Even thought this is a fatal wound, the target may still live for up to 4 minutes. Therefore, the target losses all APs this turn, and all APs for the next 1d4 rounds are reduced by 1/2. After the number of minute's pass, the target is dead. Heavy wounds can be moved to a MW by first aid only if it is given within the time the target has to live. Even then, the target treated as if he has a HW for the rest of the game. The target drops his current weapon and his noise factor is increased by 50% permanently (hey, moaning and bleeding make a lot of noise!). KL- A kill is.well.duh. Removed from the game, pushing up daisies kicked the bucket, bought the farm, deleteddead, even though there have been some documented cases where a human can perform normal actions up to 12 seconds after the heart has exploded. The target is blown apart or so badly damaged not amount of first aid can repair him. This also represents extreme shots the cranial cavity and or spinal cord and the target drops instantly (within 1-2 seconds). Targets noise factor is reduced to 0%. Wad up your operator sheet and go by a soda. Tuff luck fella. Suppression If a To Hit roll is made and is a miss, but within 10% of the number needed, then the target is suppressed. This means there are so many bullets striking the area and whizzing around the target he instinctively ducks for cover. His APs for that and the following turn are reduced by . An optional rule, the 10% margin may be to reduced to 5% when it comes to suppressing operators as they are very effective under fire. With this rule, even thought there is no way to hit a target, you can at least keep their heads down. Armor- Armor is broken down into several types. Subtract the armor % from the damage quality result roll. Damage result Quality 01-25% 26-50% 51-75% 76%-UP

A ST ST ST LW

B ST ST LW MW

C ST ST LW MW

D ST LW MW HW

E ST LW MW HW

F LW MW HW HW

G LW MW HW KL

H MW HW KL KL

I MW HW KL KL

J MW HW KL KL

Wound accumulation chart Old wound New wound LW MW LW HW KL MW KL KL HW KL KL

HW KL KL KL

Booby traps- Booby traps are probably the oldest, and deadliest form of warfare. In fact, NATO is now trying to outlaw booby traps and make their use a war crime. They are that destructive and brutal. Experiencing boobytraps- The player may run across a large number of traps, to include claymores, grenades, tripwires with flares, pits, pungie sticks, pipe bombs, piano wire clotheslines, etc, etc, etc. For a player to detect these traps, the referee must consider the type of trap, and if its detectable. For example, a claymore may have a tripwire running across a well-traveled path, the player can disarm it and cut the wire. Or that same claymore could have a remote detonator like a clacker with someone watching movement, in that case, the player may not elect to see and disarm it. The Player may choose to move in boobytrap mode Im searching for boobytraps at a cost of 2 APs per turn. When searching for traps, the player has a base % chance which is equal to his times 2. The search area is how far the player can move at normal speed. Once the trap is detected, the player may attempt to remove it. The referee should have a % chance to

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remove the item before the game starts. For example removing that claymore should be easy, 50% or more, but if its booby trapped with another, it should decrease the chance of success. Like if a grenade is strapped to the claymore, it could go off if tampered with. The referee must make the desecration. Planting booby traps- A player can plant booby traps. He must describe the booby trap in detail, how it is intended to work, what he will use and the intended results. For example, if being persuaded, the player could drop a rifle that is out of ammo, and rest it on the spoon of a grenade, when the rifle is picked up, BOOM! If the booby trap makes sense, then the ref must decide how long it would take to set up and if he has the right tools. Then the trap must be given a % to work. Simple traps like the one above would have a high chance, like 95%, and more complicated ones, say if a gun was set to shoot a door when someone walked in, a lower chance (20%).

A WORD FROM GHILLIE I feel the need to add a few things here. Charlie Foxtrot is a very ambitious game and we all owe a lot of thanks to Erik Battle. CF is a cross between a detailed miniature game and a loosely defined role playing game. To play CF you should be using a referee. Or at least, one player for the good guys and one player for the bad guys. Optimally, you should have the ref run the enemy, and each player should run a single operator. Let me tell you, after playing for 3 hours is becomes extremely important, and just as difficult to remember to count rounds, weight and AP's. Note for the referee: One of the hardest things to do is to make a rule that covers every situation. The core rules for CF are wrote as a general guideline for playing. There will be many occasions that a situation arises that there will be no rule for. You should talk with the players and get a consensus of what should happen. For example, I had 3 men assaulting a base, 1 was spotted and the enemy started to charge him. It just so happened that the enemy ran across one of the operators position he had in a bush. The enemy was a mer 1 inch, 10 feet away. Did the bad guy see him? Was he still enough? It was then that we decided to come out with a catch all rule. I suggest that a Roll of Fate will decide any circumstance that may arise. A Roll of fate is when the referee rolls a percentile die. The player then rolls against this number to see if the action happens. For example, in that same mission, the three operators had to move closer to a target they were illuminating with a laser designator. They decided to use a rock and a stick to keep the designator on as it had to be abandoned and an F-18 was coming to attack the target. I suggested we make a Roll of Fate to see if the designator slipped off target (cause I'm a dickheh heh.), and it did (I rolled a 1d00 and got a result of a 85% chance the laser would move, they rolled a 45). We used a roll of fate to see if the laser was on a hard reflective target, and it wasnt (for shits and giggles we rolled to see if it was reflecting off of a guys ass standing next to the target, and it was). Therefore, six minutes out the F-18 called the operator on his TAC-BE and stated he had no target illuminated (except for some dudes white ass). The team had taken pics of all the buildings and uploaded them to the F-18. The lead operator then told the F-18 to hit a preselected building. When the AGM-65 was dropped toward the building, we rolled again against fate but determined that the F-18 had a 75% chance that it would hit. It did. Just do the best you can and make relative decisions. Remember, your playing to have fun. If the mission is getting out of hand or it looks bad for the operators, give them a hand. I once had 2 operators killed and one injured and suppressed in less than 10 seconds. The injured one only had 3 AP's per turn and had to move more than 6 inches to win the scenario. They had completed all the objectives and were so close to wining a major victory. With only a small bush for cover and 6 enemies with AK-74's approaching, I asked all players to spend their luck points and end the mission. It was beautiful. Also try to remember that this is a roll playing game. If the operators are listening to a wall, what do they hear? Can the see shadows under the door? Can they distinguish voices and what language they are speaking? Sometimes a good display of power or a threat might persuade the enemy to give up or divulge a secret. Interrogation is also an option. It helps if you have played a lot of role playing games but just use your imagination. Have fun and make them play their part. I also need to say something about the damage for the weapons. In some cases, the bullet might do more or less damage than expected and rolled. You see the damage a bullet makes is not accurate but its how the bullet effects him for the game. You will notice that game time last for a few short minutes, or maybe even an hour. You may also get a result of a very small handgun doing great damage. This is a result of how the bullet effected the characters mind and ability to function. Also, the character may only be effected for an hour or so but for the rest of the game, he is considered incapacitated. Likewise, a clean

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wound through the arm or abdomen, with no treatment for an hour or so, can start a massive systemic infection that would slowly kill the character over a period of weeks. This is why first aid in the field can reduce a wound level. When playing CF, feel free to throw in a lot of little items that make the game interesting.

Specwar Glossary A2 Aforementioned Asshole. A3 Anytime, Anyplace, Anywhere. ADAM Alpha Detachment, American Militia. Underground tango group bent on violence. (See PDMPs). Admiral's Gestapo What the Secretary of Defense's office calls the Naval Investigative Services Command. AK-47 7.63 x 39 Kalashnikov automatic rifle. The most common assault weapon in the world. ATF Anti-terrorist Task Force, or Ambiguous (Amphibious) Task Force. Atropine Antidote for biological warfare nerve agents such as Sarin or Tabun. Balaclava Knitted hood commonly used by CT operatives to conceal facial features. BAW Big Asshole Windbag. BDUs Battle Dress Uniforms. Now that's an oxymoron if I ever heard one. Ben zona Son of a bitch (Hebrew). BFH Big Fucking Help. BOHICA Bend Over Here It Comes Again! Boomer Nuclear-powered missile submarine. Briccone Rogue (Italian). BTDT Been There, Done That. BUPERS Naval BUreau of PERSonnel. ByKi Bodyguards (Russian). C2CO Can't Cunt Commanding Officer. Too many of these in Navy SpecWar today. They won't support their men or take chances because they're afraid it'll ruin their chances for promotion. C4 Plastic explosive. You can mold it like clay. You can even use it to light your fires. Just don't stomp on it. C4IFTW Command, Control, Communications, Computers, and Intelligence For The Warrior. CALOW Coastal And Limited-Objective Warfare. Very fashionable acronym at the Pentagon in these days of increased low-intensity conflict. Cannon Fodder See FNG. Christians In Action SpecWar slang for the Central Intelligence Agency. CINC Commander-IN-Chief. CINCLANT Commander-IN-Chief, AtLANTic. CINCUSNAVEUR Commander-IN-Chief, U.S. NAval forces, EURope. Clusterfuck see FUBAR (also known as a Charlie Foxtrot). CONUS CONtinental United States. CNO Chief of Naval Operations. Cockbreath SEAL term of endearment used for those who only pay lip service. CRACKERS CRiminal hACKERS -- cyberpunk tangos. CQC6 Ernest Emerson's titanium-framed Close Quarters Combat folding knife. CQB Close Quarters Battle -- e.g. killing that's up close and personal. CT CounterTerrorism. DADT Don't Ask, Don't Tell. DEA Drug Enforcement Agency. DEFCON DEFense CONdition. Detasheet Olive-drab, 10-by-25 inch flexible PETN-based plastic explosive used as a cutting or breaching charge. DEVGRP Naval Special Warfare DEVelopment GRouP. Current U.S. Navy designation for SEAL Team Six.

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DIA Defense Intelligence Agency. Spook heaven based in Arlington, Virginia. Dickhead Stevie Wonder's name for Marcinko. DIPSEC DIPlomatic SECurity. Dweeb No-load shit-for-brains geeky asshole, usually shackled to a computer. Do-ma-nhieu Go fuck yourself (Vietnamese). EEI Essential Element of Information. The info-nuggets on which a mission is planned and executed. EEO Equal Employment Opportunity (Marcinko always treats 'em all alike -- just like shit). ELINT ELectronic INTelligence. EOD Explosive Ordnance Disposal. F3 Full Fucking Faulkner -- lots of sound and fury. FIS Flight Information Service. Flashbang Disorientation device used by hostage rescue teams. FLIR Forward Looking InfraRed. FNG Fucking New Guy. See Cannon Fodder. FUBAR Fucked Up Beyond All Repair. Glock Reliable 9mm pistols made by Glock in Austria. They're great for SEALs because they don't require as much care as Sig Sauers. GNBN Good News/Bad News. Goatfuck What the Navy likes to do to Marcinko (See FUBAR above). HAHO High-Altitude, High-Opening parachute jump. HALO High-Altitude, Low-Opening parachute jump. HICs Head-In-Cement syndrome. Condition common to high-ranking officers. Symptoms include pigheadedness and inability to change opinions when presented with new information. HK Ultra-reliable pistol, assault rifle, or submachine gun made by Heckler & Koch, a German firm. SEALs use H&K MP5-Ks submachine guns in various configurations, as well as H&K 93 assault rifles, and P7M8 9mm, and USP 9mm .40 or .45-caliber pistols. HMFIC Head Mother Fucker In Charge. HUMINT HUMan INTelligence. Humongous Marcinkos dick. IBS Inflatable Boat, Small. The basic unit of SEAL transportation. IED Improvised Explosive Device. IMPOTUS William Jefferson Clinton (See POTUS). Jarheads Marines. The Corps Formally, USMC, or, Uncle Sam's Misguided Children. JSOC Joint Special Operations Command. KATN Kick Ass and Take Names. Marcinko avocation. KISS Keep It Simple, Stupid. LANTFLT AtLANTic FLeeT. M3 Massively Motivated Motherfuckers. M-16 Basic U.S. .233-caliber weapon used by the armed forces. MagSafe Lethal frangible ammunition that does not penetrate the human body. Favored by some SWAT units for CQB. MILCRAFT Pentagonese for MILitary airCRAFT. MOI Ministry of the Interior. NAVAIR NAVy AIR Command. NAVSEA NAVy SEA Command. NAVSPECWARGRU NAVal SPECial WARfare GRoUp. Navyspeak Redundant, bureaucratic naval nomenclature, either in written nonoral or nonwritten oral modes. Indecipherable by nonmilitary (conventional) or military (unconventional) individuals during normal interfacing configuration conformations. NIS Naval Investigative Service Command, also known as the Admirals' Gestapo. NSA National Security Agency, known within the SpecWar community as No Such Agency. NSCT Naval Security Coordination Team (Navyspeak name for Red Cell). NSD National Security Directive. NYL Nubile Young Lovely. OBE Overtaken By Events -- usually because of bureaucracy. OOD Officer of the Deck.

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OP06D Cover organization for Red Cell/NSCT. OPSEC OPerational SECurity. PDFL Pretty Dangerous Fucking Location. PDMP Pretty Dangerous Motherfucking People. POTUS President Of The United States (see IMPOTUS). R2D2 Ritualistic, Rehearsed, Disciplined Drills. S2 Sit the fuck down and Shut the fuck up. SAC Special Agent in Charge, FBI's local office top gun (all too often a pussy-ass paper-cruncher). SATCOM SATellite COMmunications. SCIF Sensitive Compartmented Information Facility. A bug-proof room. SEAL Sea-Air-Land Navy SpecWarrior. A hop-and-popping shoot-and-looter hairy-assed frogman who gives a shit. The acronym stands for Sleep, Eat And Live it up. SERE Survival, Evasion, Resistance, and Escape school. Shit-for-Brains Any no-load, puss-nutted, pencil-dicked asshole. SIGINT SIGnals INTelligence. SMG SubMachine Gun. SNAFU Situation Normal, All Fucked Up. SNAILS Slow, Nerdy Assholes In Ludicrous Shoes. SpecWarrior One who gives a fuck. SOF Special Operations Force. SWAT Special Weapons and Tactics police teams. All too often they do not train enough, and become SQUAT teams. Syrette Self-injection dose, usually of morphine. Szeb Dick (Arabic) TAD Temporary Additional Duty. SEALs refer to it as Traveling Around Drunk, or taking a shit. Tango SpecWarrior name for the bad guys. TARFU Things Are Really Fucked Up. TECHINT TEChnical INTelligence. THREATCON THREAT CONdition. Tiger stripes The only stripes that SEALs will wear. TIQ Tango-In-Question. TTS Marcinko slang for Tap 'em, Tie 'em and Stash 'em. U2 Ugly and Unfamiliar. VDL Versatile, Dangerous and Lethal. UNODIR UNless Otherwise DIRected. Wanna-bes The sort of folks you meet at Soldier of Fortune conventions. WTF What The Fuck. Yaytsa Russian, for balls. Zulu Greenwich Mean Time (GMT) designator used in formal military communications.

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