Health: The hp of the operator. The operator is incapacitated at 0, but recoverable. Incapacitated operators can be dragged around and chucked in vehicles. The operator dies at negative 2*maxhp.
Status effects: Bleeding wounds, stuns from flashbang grenades, severe limps go into this slot with their descriptions.
Armor: The NIJ rating of the ballistic armor worn and the %coverage. All hits will be rolled against the armor.
Accuracy: The distance at which the operator hits at 50% accuracy without optics. Hit chances are calculated in angular size. Targets are assumed to be 1.6m tall human beings. Starts at 50m for untrained operators. Optics multiply accuracy because they have a multiplicative effect on angular size. Movement acts as a divisor using speed(m/s)/1.6m target size. Cover and concealment reduces the target’s angular size.
Also see:
https://rechneronline.de/sehwinkel/angular-diameter.phpReflexes: The operator’s ability to respond to contact. Rolled for both the attacker and defender. Ambushers have a slight advantage. Starts at 1D6
Hauling: Number of duffel bags full of loot an operator can carry. Starts at 1. Used mainly when vehicles get disabled.
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Skills and perks: Skills go under the core stats. Characters can end up with all kinds of skills, this is just a basic list.
Weapon skills (specialized to the weapon) - Improves accuracy and reflexes for a given weapon.
Medic Skills - Used to apply trauma kits to dress bullet wounds. Can be upgraded into field surgery skills.
Handloading (specialized to the calibre) - Used to create custom bullets or reload ammunition for a given calibre.
Machine Operation (specialized to the machine) - used to operate drills and other tools of the trade.
Vehicle Operation (specialized to the vehicle) - skill at handling a given vehicle during pursuit. Helicopters and planes are vehicles.
Computers - Used for gaining access to systems and networks.
Radio Operation - Used for operating radio devices, wireless jammers and for radio counter-counter measures to communicate when under jamming.
Explosives Handling - Explosives courses are usually available in the mining, construction/demolitions industry...
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Guns: Stats for guns
Attacks: Rolls xDy for extra attacks.
Reflex Bonus: Shorter weapons provide a bonus to Reflexes
Maximum Accuracy: All guns have a maximum accuracy, even though it would rarely be met except by highly trained operators.
See:
http://gunwiki.net/Gunwiki/FactorsOfEffectiveRangeMagnification Bonuses: Bonuses from sights and optics go here.
Magazines: Number of bullets per default magazine. Extended/Quad-stacked/Drum Magazines are available on the black market. All information on magazines carried go here. Magazines can be reloaded with loose ammunition in between encounter stages, so you can buy ammunition by the box.
Ammunition: Damage and AP values derived from the ammunition go here.
Reliability value: Probability of a malfunction. Base value of 1/10 for direct impingement systems and 1/12 for short-stroke piston and blowback systems.
Conditions/Statuses: Jams, poor cleaning, fouled gas tubes go here
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Drills vs Vaults/SafesVault and safebox penetration are calculated with the following variables:
Drill Power: Used to damage the vault or safe’s health. (3+ for hand drills. 5+ for boring drills/ hand thermal lances, 10ish for industrial thermal lances.)
Hardness value: Used as an armor value against the Drill Power (1 for lockers 2-3 for safes, 5+ for vaults)
Health: Damage is deducted from the Vault/Safe health. More health = more drilling.
Larger lances may take more than one duffelback worth of gear to assemble.
Vaults can sometimes be opened with a combination key held by 2 separate employees. Other vaults are time-locked and set to open at fixed times. Like for 15 minutes before bank opening time exactly for x minutes. If all else fails, you will need to drill.