[How to Play] [Player's Guide] [CC's Manual] [Missions] [Downloads] [Story] [Weblog]


Creating Your Character- To begin creating your character you must role for attributes; strength, speed, stealth, and weapon handling. To do this, a player must roll a six-sided die five times and add up the highest three numbers to get the attribute number. A player's hit points are determined by his strength (hit points = strength). Use the "General Ability Matrix" to generate the lesser abilities under each main ability. Once you have your attributes and hit points you may select weapon attributes that apply to your character.

Weapon Attributes/Proficiencies:

Sniper- 14 stealth, 15 weapons handling.  A sniper is skilled in long-range shooting. The sniper's primary weapon is usually a long-range rifle with an optical scope, ten power or better. Snipers are deadly with their rifles at medium and long range. They are not very effective at close range or close quarters combat since their rate of fire is low. Snipers must be very good at concealing themselves from the enemy using stealth, camouflage, cover, and concealment. A sniper's main objective during a mission would usually be to hide himself in a position where he can oversee most of the action and provide a God's eye view. Depending on the team leader's instruction, the sniper will usually take out units that pose a threat to the team while the team is moving into position. When the sniper has been given the green light to engage he must be able to take out the target(s) quickly. Because he is usually under-gunned for a sustained fight he usually does not want to draw fire or attention to his position. One shot, one kill.

Heavy Weapons- 16 strength, 14 weapon handling.  The heavy weapons personnel are very good at handling large, bulky weapons that produce high firing rates and significant  recoil (automatic rifles). They need to be fairly strong in order to control their weapons and avoid causing harm to team members. A heavy weapons expert must also be able to take numerous hits because his large weapons will most likely cause a great deal of noise, making it harder for him to keep himself concealed and he will naturally draw considerable amount of enemy fire.

Small Arms- 16 weapons handling, 14 speed.  Small arms personnel are deadly with pistols. They can handle almost any type of pistol with extreme skill and accuracy. This makes them very valuable during close quarters combat. A person of this expertise would also be a valuable undercover man. He can easily hide pistols in places that it would be impossible to hide a rifle or shotgun.

Close Quarters Battle- 15 speed, 16 stealth. This individual is skilled in the use of submachine guns and shotguns, although not as good with pistols as a Small Arms Expert. These fighters are very good at moving in and around structures like buildings and can fight very well in confined spaces. A group of C.Q.B. experts would make a great entry team.

Creating the Map:
This is usually the job of the CC. See the Combat Coordinator Manual for more information or download the sample Maps provided.

Using the Matrices:
The matrices make game play in Phyrfight™ move much faster than in traditional Pen and Paper RPGs. Once you get the hang of it, using them is very easy. All the matrices can be downloaded and printed from the Download section.

General Ability Matrix: Use this matrix to determine your character's Strength, Speed, Stealth, and Weapons Handling abilities. Simply find your character's GA number in the left-hand column and look to the right under each heading.

Strength: This will show what number you must roll to be successful at a given task requiring physical strength.

Speed: Under Speed you find the total number of actions your character can perform during a phase of combat. And the total number of actions required to perform your special skill while in combat. For example: if you are a medic with a GA number of 12, and during combat you want to stop the bleeding of a teammate, you will find that you can do three actions and it will take all three of those actions to stop the bleeding.

Stealth: Under sneak is the number the player must roll to successfully sneak past another player, for instance if you wanted to sneak past a guard that was looking the other way. Or if you wanted to sneak up behind and neutralize someone with an edged weapon. Under Concealment/Camouflage is the number you must roll if you want to hide or camouflage yourself from someone who is pursuing you, for instance if WPO forces are hot on your trail and you run into the woods to conceal your self.

Weapons Handling: Under the Reloading section is the number of actions you must use to reload your weapon or to clear a stoppage. Under Single Shots is the number of semiautomatic or revolver shots you can get off per action. Under Bolt Action is the number of actions required to fire and cycle a bolt action rifle.

Rules of Engagement:

Movement: Unless engaged in combat, the player can make any movement that he wishes, with the C.C.'s consent. Once a player or group of player's is engaged, the phases come into play. During one players phase, he may do however many actions as allowed by his speed as determined by the "General Ability Matrix". The CC may decide how far a player is able to travel in one action. While engaged, it takes an action to pull something out of your backpack.

Engaging/Actions: A player can engage with all of his actions if he wishes. A 3-round burst from a fully automatic weapon requires 1 action. The number of actions taken to reload, number of single, semi-auto shots fired in one action, and the number of actions taken to fire a bolt action shot are all listed as lesser abilities under the player's weapon's handling. Completely reloading an empty shotgun takes an entire phase. If a player is face to face with an enemy, then the 2 may exchange shots with one action each. If it takes a player more than one action to fire a bolt action weapon then the shot comes on the first action and the player is still operating their weapon when the next action comes. This cycle continues until one of the 2 combatants is neutralized. A player with a pistol, automatic rifle, or sub-gun must use the Hit Probability Matrix" to find the needed roll for a hit. A player with a shotgun must use the "Shotgun Hit Probability Matrix". A sniper may use the "Sniper Matrix" to find out the needed roll for a hit. If a player hits, he must then roll to see where he hit. The damage is listed on the Damage Chart.

Stoppages: If any player rolls a 1 while shooting, it is a miss, and they then must roll again, and if it is a 1 or 2, they then have a stoppage (jam). Clearing a stoppage takes the same amount of actions as a reload.

Hand to Hand Combat: Using an edged weapon, the butt of a weapon, or his fist, a player may use a melee attack by using the "Melee Attack Matrix".

Tactical Advantage: Tactical Advantage can be established by sneaking up behind an enemy or startling the enemy with a sudden attack or a flash-bang. When you have the tactical advantage with an automatic weapon, all of your actions can be used before the enemy can engage you. A Point blank shot at an unaware enemy kills them unless you have a stoppage. When you have tactical advantage, with a fully automatic weapon, one turn is equal to 4 bursts no matter what.

Injuries and Death: If anyone gets hit twice in one leg that leg cannot be used anymore; same for arms. When a player dies in the middle of a mission, at the C.C.'s discretion, the player may become someone else for the remainder of the mission; i.e. civilian, hostage, or enemy. All deaths are final. If a player wishes to continue playing in his/her tribe, he is responsible for creating another player.
Combat Coordinator: The C.C.  must be very verbose and stern. He must know every possible scenario before the mission even begins and should be prepared for anything that the players might do. He has to keep every one in check, making sure that nothing unrealistic is going on and the game is running smoothly. He must also take things into consideration that most people would not. Such as, when a player is shooting at an enemy in a group, a miss could potentially hit another enemy.
Any roll not specifically discussed in the handbook will be at the C.C.'s discretion. Any decisions the C.C. makes is final and cannot be overruled by the player's.
The C.C. can be selected by the team before the game begins. If players are just completing single missions then the C.C. can be selected between each mission. If the players are going through a campaign, the C.C. stays in his position until the campaign is over.

If at any time the battle travels off the map, the C.C. has the choice of expanding the map or ending the mission.

The C.C. can decide if there is to be a time limit on certain decisions that are to be made during the game by the players.

Example types of Mission: Hostage Rescue, Recon, Ambush, Re supply, VIP/Assassination.

Try to think of every possible scenario. (think outside the circle)
Weapons: Any weapon in use in the world today can be used in Phyrfight™. No fantasy weapons please. Below is a list of typical weapons in use today. For a more comprehensive list see "Jane's Weapons Guide."

* Glock 17
* Desert Eagle
* Colt 1911
* HK P7
* Berreta Model 92
* S&W Model 29

* HK MP5
* Uzi
* Steyr Aug Para
* Spectre
* Thompson M1
* Colt 9 mm M-16

Automatic Rifles:
* Steyr Aug
* HK G-36
* M16/M4 Carbine

Sniper Rifles:
* Sako TRG – bolt action
* FN 30-11 – bolt action
* Mauser SP66 – bolt action
* HK PSG-1 – semi automatic
* SSG550 Sniper – fully automatic (only one shot at a time while sniping)
* Barrett M82A2 – semi automatic

Shotguns: If a player wishes to use a shotgun as their primary weapon they may carry up to 50 rounds, taking up the two belt slots, 25 shells in each slot.
* Benneli M1– semi automatic
* Spas 12 – semi automatic
* Remington 870 – pump action
* Mossberg – pump action
* Winchester Model 97 – pump action

* HE (high explosive) Grenades
* Flash-bangs (stun grenades)
* Smoke Grenades
* Tear-gas Grenades
* 40 mm Grenade – explosive grenade, launched from a grenade launcher
* M-79 Single shot 40 mm grenade launcher
* M-203 40 mm grenade launcher attachment, also single shot – fits under the M-4 or M-16 barrel 

Thermal Imaging Goggles: This headgear is somewhat bulky but extremely valuable on night missions. This equipment is not night vision and should not be mistaken as such. Thermal Imaging displays the heat an object gives off. The reason it is generally used at night is because the air around a person is usually cooler than the person, at night.
UHF/VHF/HF radios: Radios the rebels use to communicate with tribes around the world or to keep in contact with teammates
Lock pick kit: This kit is a complete kit that has the capability to open almost every lock in the game, excluding electronic locks and bypasses.
Wire Cutters: A simple tool that as it's mane implies, cuts wire. Never leave home without them.
Binoculars: Equipment that allows the player to see beyond their normal visual range.
Range finder: A simple, handheld, electronic device that determines the distance to an object or person. very handy for snipers.
Linemen's phone: A phone that is able to connect to any phone box and listen to conversations on the lines that connect to the box.
Digital Code Bypass: Small electronic device that is able to hack electronic keypads to gain access to various places.
Backpacks: Normal backpack that allows the player to carry extra equipment. A third pistol can be carried in your backpack, taking up one item slot, an MP5 PDW can also be carried in your backpack taking up all 4 item slots. These are the only weapons that can be carried in a backpack.
Flashlights: Battery operated light.
Camera: allows the carrier to take pictures. Might be used on a recon mission to bring back intel.
Digital Storage Devices: CDs/floppy disk etc.
Air-Powered Grappling Hook: allows a hook to be launched farther, with more accuracy. (takes up an entire backpack, includes rope)
Repelling Gear: Enables players to lower themselves from the roofs of buildings, bridges etc.
Rope: A valuable tool, for many occasions, i.e. repelling
Multi-tool: Tool that has many different uses. Similar to a Swiss army knife but with pliers/wire cutters built in.
Horse/Mule Etc.: Main mode of transportation for most rebels. All cars are within the cities except the ones that have been stolen. Gasoline can not be obtained beyond Kilometer 101. Some vehicles have been converted to run on  ethanol, which can be distilled from organic matter with high sugar content, such as grain and fruits.
Flint and Steel: Rudimentary tools for making fire
Saddlebags: Similar to backpacks, they can be easily placed over a horse to hold additional equipment
Pocket Knife: A single or twin blade folding knife.
Laser sight: this can be attached to a gun for additional accuracy.
Mines: Similar to grenades, they are small explosives that are triggered by movement, radio control, or can be buried in the ground and triggered by pressure.
Body Armor: This is a vest that is worn to protect players from pistol caliber bullet impacts. Body armor is almost non-effective against rifle calibers.
Kevlar Helmet: Head protection that can be worn by all players. A player may carry multiple headgear if they don't interfere with one another.
Parabolic Mic: Electronic device that is used to enhance sounds that are far away. It must be pointed in the direction of the sound.
Night Vision Goggles: Electronic device that is worn on the head. It brightens anything that a player sees. Good for night missions.
Radio Scanner: Scans radio frequencies and can be used to monitor WPO transmissions.
Whistle: This can be used as a signaling device.
Telescoping Mirror: small, compact mirror used to peek around corners, and in, around and above objects.
Scuba gear: allows a player to swim underwater for a prolonged period of time.
Cutting Torch: used to cut through most metals, but is bulky (takes up 2 backpack slots) and loud
Spear Gun: used for an attack under water
Raft: flotation device used to travel across calm water
Flare Gun: a signaling device
Jumar Ascenders: A pair of devices used to ascend a rope.
Pulley: Used to lift heavy loads or to slide a load along a rope rigged horizontally between two points.
Duct tape: The tape that fixes almost anything. Never leave home without it!
Hazardous Materials Suit: a suit that protects a person from anything hazards such as toxic chemicals, radiation, biological warfare components, etc.
Re-breather: Allows a person to breath underwater without creating bubbles that float to the surface and give their position away.
Gas Mask: keeps a player from breathing in harmful gasses.