PLAYER'S
GUIDE
[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."
Pistols:
* Glock 17
* Desert Eagle
* Colt 1911
* HK P7
* Berreta Model 92
* S&W Model 29
Sub-guns:
* HK MP5
* UMP
* Uzi
* Steyr Aug Para
* Spectre
* Thompson M1
* Colt 9 mm M-16
Automatic Rifles:
* Steyr Aug
* FN FAL
* 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
Grenades:
* 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
Equipment:
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.
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