ForumsForum GamesBattle for Vandea (Fallout style RPG)

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Doombreed
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Doombreed
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This is the thread where the RPG will actually be played. Combat will also be explained here. If you want to find out more about what this RPG is about, or sign up, please refer to the signup thread. Here is the link to the Signup thread:
Signup Thread

So let's get this started:

Combat: I will try to make this as simple as possible.

Ranged combat:

- You will many times be given the option to shoot your enemy from afar. This is the ranged combat. You fire a set number of shots with different ways (i.e. Suppression: Suppress the enemy squad)

- Depending on the number of shots you can fire, you roll an equal amount of 6-sided dice. This is the roll To Hit. Every time you can roll you will be given the number of shots you can fire, as well as the number you need to score, for those shots to hit (i.e. Fire at the enemy liberator squad: 10 shots (To hit: 4 or higher))

- Armor will often save you in ranged combat After the shots hit but before the rolls for critical hits, an equal amount of dice will be rolled. Depending on the armor, the shots may or may not be negated:
If the armor type is light: then the dice need to score a 6, for any shot to be negated!
If medium: 5+
If heavy: 4+
If Super heavy: 3+
For example: You fire 10 shots and 4 hit the target. So we will need to roll 4 dice, one for each shot, as a chance for the target to be saved by his armor. The target's armor is light, so only the dice that score a 6 will negate any shots! Out of the 4 dice, 2 are sixes, so the target has taken a total amount of 2 shots (4-2).

-Almost every weapon has some Armor piercing capability. If a weapon can pierce the target's type of armor, then the target is not allowed to roll for Armor saves.

-The shots that miss or fail to penetrate the armor obviously have no effect. The shots that hit can be rolled again for the chance to cause a critical hit. Critical hits double the damage these shots do but the number needed to score is always 6 (unless modified by abilities or other factors) For example: You fire 10 shots. Only six of those shots hit. One is saved by the target's armor. Then you can roll 5 dice for the chance to score a critical hit. Every six (unless modified) will cause massive damage to your enemy (damage X 2)!

- Many times, you or your enemies will be in cover. Cover works as a modifier in the rolls to hit and can be either "low cover" or "high cover". Cover modifies all your and the enemy's rolls to hit by -1 and -2 accordingly.

-Some types of shooting (i.e Suppression) will give a special effect to you, or your target like forcing him to stay in cover and prevent him from firing or moving, adding +1 to your "to hit" rolls, etc. Not all kinds of shooting are available with any weapon (for example you cannot use Suppression with a pistol)

-Ranged weapon types:

Sniper Rifle: Extremely rare, only certain enemies possess it. Damage: 45. Accuracy: +1 in "to hit" rolls. Able to pierce heavy armor. Suppresses enemies. Very low rate of fire.

Light Machinegun: damage: 20. Accuracy: - 1 in "to hit" rolls. Able to pierce medium armor. Can use Suppression to force the enemies to keep their heads down. High rate of fire

Assault Rifle: Often used by enemies, the assault rifle is a balanced weapon with a few weaknesses: damage: 15. Accuracy: 0, Able to pierce light armor. Can fire shots in small bursts to improve accuracy (+1). Lower rate of fire than the Light Machine gun

Pistol: damage: 10. Accuracy: 0 in short to medium ranges, - 1 in long ranges (will be noted when given the option to fire). No armor piercing capabilities. Can be used as a close combat weapon.

Flamethrower: Works differently than other weapons When firing in short range, user rolls 2 six sided dice and adds them up to determine the amount of hits! Damage: 20. Sets enemies on fire! Can pierce medium armor. Terrorizes enemies (reduced combat capabilities, more likely to run). In medium range, you only roll one six sided dice to determine the amount of hits.

RPG: Special weapon. Able to destroy cover and cause massive amounts of damage over a large area. Accuracy: - 1. Able to pierce heavy armor and Super heavy if it is a direct hit. Damage: varies

Close combat:

- Close combat functions using the same ground rules as ranged combat (You roll to hit, roll for armor saves, roll for critical hits and work out the damage)

- Obviously no cover can work here

- Some characters and enemies fight with two different close combat weapons. In that case, attacks are split (half are done with the one weapon and half with the other). You have to announce which weapon makes which attacks before you roll (for best results, when you roll, label that roll as "sword" or "axe" or the type of weapon you use)
Example: You can make 4 attacks with a sword and an axe. You roll 4 dices to hit, labeling two as "sword" and 2 as "axe". 3 attacks succeed in hitting, two sword attacks and one axe attack. Then you proceed to make the armor rolls for the target accordingly, (always remembering which dice respond to which weapon) and then roll for critical hits

- Special effects exist for close combat weapons as well

Close combat weapons:

Level 1: No weapons, only using fists. damage: 5
Level 2: Small knifes and blades. Pistols are also in this category. damage: 10
Level 3: Large weapons (mostly swords). Damage: 20. + 1 in "to hit" rolls
Level 4: Large weapons with additional damage capabilities (mostly axes). Able to pierce light armor. Damage: 30

Sorcery:

The destroyer cult starts with a fulll "bar" of magical power so there is no need to put it in their profile. (I am trying to keep the character sheet as simple as possible). After they use a spell, the bar depletes by a portion. They still don't need to put it in their profile, as they will always be reminded how much magical power do they have left. They will also always be given a choice after that: To refill the bar by a set (later on upgradeable) amount instead of firing or assaulting an enemy. If the bar is empty, they cannot use any spell.

Grenades:

Grenades and spells that count as grenades also need to roll to hit. Their effects are noted in full when the player is given the option to use them.

Q: So what happens if the modifiers require you to roll over a 6?
A: If for example you need a 5+ to hit, and the enemy is in high cover (-2), you keep every dice that score a 6 and then reroll it. This time, it only needs to score a 3+. If more modifiers are in effect like, the destroyer cult's bloody air, (Accuracy - 2) you apply these modifiers to the reroll, so, the dice that were rerolled would need in the same example to score a 5+.

  • 104 Replies
Doombreed
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@Loop_Stratos, @Darkfire45 and @JACKinbigletters. This is the main thread that also has the combat rules. I've made a small adjustment about sorcery and grenades so now is a good time to read them. The main game will also play out here

JACKinbigletters
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JACKinbigletters
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Makes sense to me.

Loop_Stratos
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Loop_Stratos
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Jester

When are we starting?

Doombreed
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Doombreed
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@Loop_Stratos today. I don't see any more players but I will give a few more hours

Doombreed
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Alright I think we can start. Note to anyone seeing this: Signups are not yet closed, regardless of the fact that we are starting. They will be closed soon though, so if you want to join, now is the time...

@JACKinbigletters :
Name: Corax
Age: 25
Bio: A child soldier he was beaten into a soldiers boots, he went AWOL from his unit and ran from the army he was part of. He drifted for a few years until he was picked up by another army who seemed to know more about his past then he did. After much persuasion he joined them and fought with them.
Faction: The Liberators
Weapons: LMG and knife
Items: N/A
Perks: Heavy armor, Vitality.
Health: 155/155
Purpose: 0/20

You begin as a member of a squad assigned to steal a large amount of weapons and ammunition from an Ascendant-controlled warehouse in Vandea's Entertainment district. You and your squad (total of 6 Liberators)
arrive at the warehouse. Markus, an Observer recently assigned here has agreed to help by providing support. He watches the warehouse through the zoom of his camera. He contacts you through the radio:

Markus: "At least 8 Ascendant guards in the warehouse. Armed with assault rifles. Warehouse is full of explosives so tread lightly"
Corax: "Understood. Thanks Markus. We'll be in touch"

You silently arrive to a warehouse back door that looks pretty damaged and rusty. You speculate that you won't be able to open it without making a lot of noise. So you:

A) Send 3 members of your squad to move around the warehouse and see if they can find another entrance, so you can enter from two points simultaneously.
B) Attempt to open the door fast to use the element of surprise and cause as much damage as you can before going to cover.
C) Send a member of your squad right outside the warehouse's large metal doors and order him to hit them from the outside. The resulting noise will draw the ascendants attention, possibly allowing you to open the door unnoticed and also having a greater element of surprise.
D) Radio Markus to ask him to try to open the door with his lockpicking set. However. It will take more time for you to enter. Ascendant patrols may spot you outside the warehouse.

Name: Markus.
Age: 29
Bio: Militarily trained in survival, a lone wolf who was trained to complete one-man operations deep behind enemy lines, bringing nothing with him besides a knife and a radio he would be sent into the wilds of Russia, Brazil, Australia, Africa to survive. From the radio he would have a support squad of a medic, a tech-analyst and his CO to give him new orders. He was primarily on black op missions, where your own government would "forget" about your existence if you were captured or killed. He was taken on loan to the government from the army and trained into counter-intelligence and intelligence gathering. His previous training made him one of the best. He was permanently moved into the government after the army publicly "disbanded" his unit.
Faction: The Observers.
Weapons: N/A
Items: Lock-picks, camera
Perks: Scavenger, Stealth.
Health 90/90
Purpose: 0/15

While you provide support for the Liberator squad below, your primary objective is to determine where the weapons and ammunition the ascendants have comes from. Finding their supplier will not only put a stop to some of their operations, but also allow you to pin a High-Value target for the military. So what do you do?

A) The firefight will definitely draw the attention of other ascendants in the area and you are unarmed. It could help to go down, close to the warehouse door.
B) Zoom in with your camera and attempt to get a clear image of the warehouse interior
C) Change vantage point. The ascendant patrols will be coming here soon and a different location may give you a better view. However it will also take you longer to enter the warehouse once it is cleared

Doombreed
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@Darkfire45

Name: Archwez
Age: 25
Bio: His family was part of the cult and were murdered by The liberators. He barely managed to escape but swore revenge upon those who slaughtered his family.
Faction: The destroyer cult
Weapons: Pistol, Knife
Items: -
Perks: Bloodlust, Blood Magic
Sorcery: Crimson Flames
Health: 100/100
Purpose: 0/20

You and 9 more cultists are attempting to infiltrate a private library guarded by the marked of chaos, to find an ancient tome. The tome contains details of a blood ritual that dates back to the Dark Ages. It was created through alchemy. Unfortunately, the marked of chaos have turned the library into a makeshift troop barracks. Luckily, however, they are now deployed in the city's industrial district for some kind of secret operation. Still, the Marked of chaos soldiers are strong so you should try to avoid them. Going backstairs, you enter through a window to the third floor. There are no guards on this level. You notice a sign:

"Social studies"

This is clearly not the floor you are interested in.

While attempting to go down to the second floor, you notice 2 Marked of chaos soldiers patrolling the floor. What do you do?

A) Signal your squad to lie in wait until you give them new orders and attempt to go alone, to attack them from behind and surprise them. However, there is a chance that you will be detected before you can get close to them and a battle will certainly alert any other marked of Chaos on the floor below (if any)(Marked of chaos on the ground floor will not notice).
B) Same as option A, except that you try to avoid them while they are patrolling by hiding in between bookselves and checking the books. It is more dangerous as you will have to move closer to them
C) Attempt to directly move to the floor below when they turn their back to the staircase to check there. That way you will also know if there are any Marked of chaos below and may find more signs. You can always come back later.
D) Marked of chaos are tough at range but not that good at close quarters. You can attempt to run at them and lock them in close combat before they can fire. It is less likely to alert any Marked of chaos below.

Doombreed
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Doombreed
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@Loop_Stratos:

Name: Ominion
Age: 22
Bio: Wishes for everything needed to have peace. Will do anything required for it, for unknown reasons.
Faction: The Liberators
Weapons: Light Machine gun, Knife
Items: -
Skills: Accuracy, Heavy Armor
Health: 135/135
Purpose: 0/20

You are part of a taskforce (12 liberators) sent to defend the old police station that has come under attack by the Marked of chaos in the Financial District downtown, your territory. The police have long since been murdered or fled the city so it is abandoned. You may also find some weapons that will help your cause. As you arrive at the police station, you hear the sounds of battle. Another liberator, named John greets you and leads you in through the back door.
John: "Finally the reinforcements are here. Are you a sight for sore eyes. Quickly come in. The Marked of chaos are attacking from the front."

As you go in, he explains the situation:
"So far there haven't been more than 2 squads in any attack wave. Enemies are armed with assault rifles. My men are on the 1st floor firing through the windows. However the marked of chaos have taken cover behind some destroyed cars at the end of the street.. What are your plans?"

A) Send your squads to the top floor to replace any losses and negate some of the marked of chaos' cover (their cover will count as low). You can choose where will you go (1st floor or ground floor)
B) Send them to the ground floor. Marked of chaos cover will count as high, but you will be able to stop them if they get to close or attempt to enter.
C) Your choice

Name: Randock
Age: 25
Bio: Born outside of Vandea and lives a peaceful life there. At age 22, he visited Neubian Democracy. Some time later, he visited Vandea and see how bad it is. He'd like to rebuild it, and a year later, he visited The New Order to do it, seeing Vandea's potential.
Faction: The New Order
Weapons: Flamethrower
Items: Grenade[Amount]
Perks: Pyromaniac, Steel Body
Health: 145/145
Purpose: 0/25

The New Order may be few in number but they train the toughest soldiers. You are operating alone in the Garment district, which is full of run down warehouses and factories and buildings that were never completed. Your task is to infiltrate an important Blood disciple training center and burn it to the gorund. You find the center to be a makeshift open gladiatorial arena situated in a massive Pit, that used to be a construction site. As you approach you see many Blood disciples in training.

A) You can attempt to move left where there is a massive industrial crane and some containers. It will keep you hidden and may offer you a way down to the pit unnoticed
B) You can move to the right and go down in the pit through an access ramp for trucks. The position is more exposed but you can see an abandoned truck that will easily offer you the advantage.
C) There is a building platform to your front. You can go through there. From the top of the platform you will have the best vantage point. Also it may offer you a way down to the pit, as well as, access to flammable building materials

JACKinbigletters
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JACKinbigletters
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Treasurer

Name: Corax
Age: 25
Bio: A child soldier he was beaten into a soldiers boots, he went AWOL from his unit and ran from the army he was part of. He drifted for a few years until he was picked up by another army who seemed to know more about his past then he did. After much persuasion he joined them and fought with them.
Faction: The Liberators
Weapons: LMG and knife
Items: N/A
Perks: Heavy armor, Vitality.
Health: 155/155
Purpose: 0/20

A) "Three of you move around the side, keep low, move quick. We don't have a lot of time. See if there is another entrance, besides the front door. Once you have an entrance we'll need to know you are ready to move in. Watch for trip-wires, they'll blow your legs off and blow our cover. Remember call your kills, we have a confirmed 8 targets but there could be more. Go on, move." I say crouching down and moving near the wall, "We have to watch for patrols while they look for a way around. Barrels up, bodies down, make sure you call a possible target before anything happens, we can't be seen killing innocents."

Name: Markus.
Age: 29
Bio: Militarily trained in survival, a lone wolf who was trained to complete one-man operations deep behind enemy lines, bringing nothing with him besides a knife and a radio he would be sent into the wilds of Russia, Brazil, Australia, Africa to survive. From the radio he would have a support squad of a medic, a tech-analyst and his CO to give him new orders. He was primarily on black op missions, where your own government would "forget" about your existence if you were captured or killed. He was taken on loan to the government from the army and trained into counter-intelligence and intelligence gathering. His previous training made him one of the best. He was permanently moved into the government after the army publicly "disbanded" his unit.
Faction: The Observers.
Weapons: N/A
Items: Lock-picks, camera
Perks: Scavenger, Stealth.
Health 90/90
Purpose: 0/15

B) I click the zoom button a few times and scan the room to see if I can find the supplies.

Chryosten
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Chryosten
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Herald

Name: Archwez
Age: 25
Bio: His family was part of the cult and were murdered by The liberators. He barely managed to escape but swore revenge upon those who slaughtered his family.
Faction: The destroyer cult
Weapons: Pistol, Knife
Items: -
Perks: Bloodlust, Blood Magic
Sorcery: Crimson Flames
Health: 100/100
Purpose: 0/20

C) Attempt to directly move to the floor below when they turn their back to the staircase to check there. That way you will also know if there are any Marked of chaos below and may find more signs. You can always come back later.

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

Name: Ominion
Age: 22
Bio: Wishes for everything needed to have peace. Will do anything required for it, for unknown reasons.
Faction: The Liberators
Weapons: Light Machine gun, Knife
Items: -
Skills: Accuracy, Heavy Armor
Health: 135/135
Purpose: 0/20

C) Send a few mens to top floor to attack, the others will stop those who try to enter.

Name: Randock
Age: 25
Bio: Born outside of Vandea and lives a peaceful life there. At age 22, he visited Neubian Democracy. Some time later, he visited Vandea and see how bad it is. He'd like to rebuild it, and a year later, he visited The New Order to do it, seeing Vandea's potential.
Faction: The New Order
Weapons: Flamethrower
Items: Grenade[Amount]
Perks: Pyromaniac, Steel Body
Health: 145/145
Purpose: 0/25

C) There is a building platform to your front. You can go through there. From the top of the platform you will have the best vantage point. Also it may offer you a way down to the pit, as well as, access to flammable building materials

Doombreed
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Doombreed
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Name: Corax
Age: 25
Bio: A child soldier he was beaten into a soldiers boots, he went AWOL from his unit and ran from the army he was part of. He drifted for a few years until he was picked up by another army who seemed to know more about his past then he did. After much persuasion he joined them and fought with them.
Faction: The Liberators
Weapons: LMG and knife
Items: N/A
Perks: Heavy armor, Vitality.
Health: 155/155
Purpose: 0/20

3 Liberators move out one of them reports through radio:

"We've found another door but it is open. If we attempt to get in through here, we will be seen due to the daylight. You have to go in first to draw their attention and then we will near-simultaneously enter from the other side"
Corax: "Roger that. 3,2,1,breaching!"
You order a liberator to fire at the door and you bash it open.

Before the ascendant guards could react, you swiftly kill 2 of them. Just as they take cover, the rest of the squad enters from the other door taking out 3 more, before the rest retreat into better cover. 2 more ascendants (total 5) appear on your left, but are not in position to flank any of you. These ascendants fire onto your teammates from the other side:

They fire a total of 14 shots with their assault rifles, needing a 5 + to hit (6 due to low cover):

14d6=45

The remaining 3 ascendants decide to double down. They don't fire this turn, but their cover counts as high (-2)

DICE RESULTS
45 = 14d6
Doombreed
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Doombreed
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Out of all the shots, only one hits. So armor save for medium armor (5+)

1d6=3

DICE RESULTS
3 = 1d6
Doombreed
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Doombreed
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Armor save failed. Roll for critical hit (6)

1d6=2

DICE RESULTS
2 = 1d6
Doombreed
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Doombreed
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@JACKinbigletters

Name: Corax
Age: 25
Bio: A child soldier he was beaten into a soldiers boots, he went AWOL from his unit and ran from the army he was part of. He drifted for a few years until he was picked up by another army who seemed to know more about his past then he did. After much persuasion he joined them and fought with them.
Faction: The Liberators
Weapons: LMG and knife
Items: N/A
Perks: Heavy armor, Vitality.
Health: 155/155
Purpose: 0/20

Enemies:
Ascendant thug x5
Health: 75/75
Weapon: Assault Rifle
Cover: Low cover x2, High cover x3 (lasts 1 turn)

A) Fire at the 3 ascendants ahead of you who have doubled down, while ordering your squad to do the same. (You: 10 shots. Roll to hit: 5+ (6 - reroll 3+ due to cover and doubling down) Remaining squad: total of 35 shots Roll to hit: 6 - reroll - 4+)
B) Fire at the 2 ascendants to your left which have low cover, while ordering your teammates to do the same(You: 10 shots. Roll to hit: 5+ (6 due to cover) Remaining squad: total of 35 shots Roll to hit: 6 - reroll - 3+)
C) Your choice. You can order as many of your teammates you want to fire at whichever enemy you like as well as choose what to do yourself. Every teammate fires 7 shots.

Name: Markus.
Age: 29
Bio: Militarily trained in survival, a lone wolf who was trained to complete one-man operations deep behind enemy lines, bringing nothing with him besides a knife and a radio he would be sent into the wilds of Russia, Brazil, Australia, Africa to survive. From the radio he would have a support squad of a medic, a tech-analyst and his CO to give him new orders. He was primarily on black op missions, where your own government would "forget" about your existence if you were captured or killed. He was taken on loan to the government from the army and trained into counter-intelligence and intelligence gathering. His previous training made him one of the best. He was permanently moved into the government after the army publicly "disbanded" his unit.
Faction: The Observers.
Weapons: N/A
Items: Lock-picks, camera
Perks: Scavenger, Stealth.
Health 90/90
Purpose: 0/15

You try to take a better view but you cannot see anything else. Especially now that the firefight started. The only chance you have at those weapons is to move close. Due to your stealth training, you avoid one ascendant patrol close by and swiftly maneuver to the warehouse you notice another ascendant patrol (10) closing in on the warehouse. They haven't noticed the firefight yet because they are far away.

You cannot radio Corax right now. He won't hear you. Though you cannot fight yourself, there might be a way to distract the ascendant patrol.

A) Move close to a container, and cause some noise to draw them, then leave. This will delay them by 1 turn and you can continue to distract them later on. However they may manage to get you before you can leave.
B) Climb up another container and kick down some boxes. The boxes will land behind them. This will delay them for 2 turns. However some of them will come up to investigate. There is a chance you will be trapped. Regardless of the outcome, you won't be able to come back.
C) Maneuver behind them, on the other side fo the block of containers and cause some noise. This is the safest option and may delay them for 1 turn, but it may also have no effect.
D) you notice a tank of propane onto their route. Getting in the warehouse with your head down and grabbing a weapon may give you a chance to blow it up while they pass . It will cause the most damage and delay them for 1 turn. However, you will be fired upon as you enter the warehouse and you'll be trapped in as they draw closer.

Notice that with cover, if the liberators are fast enough, you may manage to warn them and they will take appropriate positions, giving you some cover as well against the patrolling ascendants.

Doombreed
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Doombreed
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Name: Ominion
Age: 22
Bio: Wishes for everything needed to have peace. Will do anything required for it, for unknown reasons.
Faction: The Liberators
Weapons: Light Machine gun, Knife
Items: -
Skills: Accuracy, Heavy Armor
Health: 135/135
Purpose: 0/20

You send 6 men on to the top floor (including yourself - you didn't choose a floor to deploy your character so I assume the top floor. You can switch to the ground floor at any time). The remaining 6 take cover close to the ground floor's windows and prepare to fire.

Enemies:

Marked of Chaos grunts x 10
Health: 80/80 each
Weapons: Assault rifles, brass knuckles
Cover: High for your troops to the ground floor, low for your troops to the top floor

The marked of chaos are 2 turns away from the police station. If they move once, they will cross the street and take cover behind some more cars and be 1 turn away. Soldiers to the top floor cannot fire on enemies 1 turn away or closer. But the same goes for the enemies.

5 Marked fo chaos fire at your troops to the top floor (5x7 = 35 shots) and 5 to the ground floor (Roll to hit needed: 5+ - 6 due to the low cover you have)

TopFloor1 = 70
Topfloor2 = 40
GroundFloor1 = 61
GroundFloor2 = 59

DICE RESULTS
70 = TopFloor1
40 = Topfloor2
61 = GroundFloor1
59 = GroundFloor2
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