Right, thread needs a bump since my browser wasn't refreshing properly.
Yesterday, I posted a short 'scenario' showing how the game would work around a simple skirmish.
I'll provide an explanation of certain terms afterward. Or as asked for.
Each type of action including: taking cover, attempting to 'heal' a squadie, shooting, stabbing, hacking, jacking, etc. Has a stat attached to it.
Current list of stats:
Ballistics, melee, repair, stealth, tactics, subterfuge, awareness, and morale (there are others, but they're not relevant to this example).
Each stat represents a competency rating. Each point gives you an additional die in the dicepool when rolling for a particular thing, for example.
Applied use of these stats are simple. You take the base competency rating, add the relevant modifiers, and roll. Here is an example scenario:
>Player one is playing the Illuminati faction, while Player two is playing The Collective.
On his turn, Player one has one of his units, A 'Knight Errant' move into a new room, attempting to ascertain the nature of the intruders.
Player two has two combat drones in the room. Player two also has the Hero (working title) unit Xarn on the field.