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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Doombreed
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@JACKinbigletters and @Loop_Stratos Sorry that I have not been clear on how suppression works. It is because I wanted to leave it for the next turn (you will understand as the battle progresses), like overwatch.

Anyway, since you are so fond of it I'll explain it now:

Suppression: You fire a lot of shots (you roll only for 7), which force the target to double down the next turn. Roll to hit is always a 6 (of course with modifiers). But cannot pierce any armor (armor saves are still rolled for) and cannot cause critical hits. Also, suppression clears through your ammo very quickly, meaning that you have to reload on the next turn.

So you have to roll for 7 shots, reroll the sixes, and keep those that score a 4+ if you want to suppress the 3 ascendants.

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
As half of the Marked of chaos are dead, they understand that they will have to move. So they attempt to move closer to the police station.
At this point you and any of your squad members can provide overwatch:
Setup your weapon and prepare to fire on the first enemy or enemy squad that moves in your field of fire. You fire less shots ( 7 with the LMG) But the target does not have any cover. Overwatch shots can be devastating if you time them right. The firing occurs during the enemy turn so you don't roll for any dice. If no enemy moves, you do not fire any shot. Also, overwatch shots occur before the enemy fires (while they move) and so, if any enemy is killed, they cannot fire afterwards.

So, while normally you choose whether to provide overwatch or not in your turn, you get to choose that now, as a bit of a tutorial:
A) Choose how many squad members from each floor do you want to provide overwatch. You can also provide overwatch yourself. (Each member on overwatch including you fires 7 shots. Choose the number of teammates you believe will be enough to kill the marked of chaos as they move. Roll to hit: Rest of the squad: 6. You: 5+.)
B) Alternatively, you can choose to have one of your team members suppress them (or do it yourself) while the rest fire normally (Not recommended)
-------------------------------------------------------------------------------------------------------------------------------------
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 (x1)
Perks: Pyromaniac, Steel Body
Health: 145/145
Purpose: 0/25
As you set the support beams of the platform on fire, you hear the sound of metal collapsing. You quickly move away as the support platform drops killing 30 Blood disciples.

Enemies:
Blood disciple Recruit x10
Health: 90/90
Weapon: Sword, Axe
Cover: none

The remaining see you and charge at you. Still at medium range, a d6 + 1 will determine the amount of hits:
1d6=5
So total number of hits = 6
Blood disciple armor is light so it is pierced

DICE RESULTS
5 = 1d6
Doombreed
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Doombreed
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Critical hit rolls:
6d6=25

3 critical hits due to Pyromaniac. Total Damage = 3x20 + 3x40 = 120

Enemies who got hit are set on fire! Damaging them for 20 each turn for 2 turns
2 enemies are panicked so they run away. The rest are either incredibly brave or incredibly foolish. What do you do?
A) Keep firing with the flamethrower to those charging (as they get to short range, the number of hits will now be 2d6 + 1)
B) use a grenade (roll to hit: 3+). If it hits, all enemies are killed and the battle is over)

DICE RESULTS
25 = 6d6
Doombreed
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Doombreed
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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

Enemies:
Marked of Chaos grunt x5
Health: 80/80
Weapon: LMG and brass knuckle
Cover: none.
As 4 cultists join you in the staircase leading to the first floor, the marked of chaos turn around. All your squad members use bloody air on both floors as they come upon their enemies
Each cultist fires 4 shots with the pistol including you. The required number to hit is 5+ (due to less training). So:

1stFloorAttack = 55
2ndFloorAttack = 81

DICE RESULTS
55 = 1stFloorAttack
81 = 2ndFloorAttack
Doombreed
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Doombreed
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2 hits on the 1st floor, 10 hits on the second floor

Armor rolls (5+):
1stFloor = 10
2ndFloor = 37

DICE RESULTS
10 = 1stFloor
37 = 2ndFloor
Doombreed
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Doombreed
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One critical hit roll on the 1st Floor and 6 on the second floor

[roll 1d6 1stFloor]
2ndFloor = 33

DICE RESULTS
33 = 2ndFloor
Loop_Stratos
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Loop_Stratos
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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

A) Choose how many squad members from each floor do you want to provide overwatch. You can also provide overwatch yourself. (Each member on overwatch including you fires 7 shots. Choose the number of teammates you believe will be enough to kill the marked of chaos as they move. Roll to hit: Rest of the squad: 6. You: 5+.)

3 members on top floor go down and provide overwatch. 5 and myself do overwatch from ground floor.

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 (x1)
Perks: Pyromaniac, Steel Body
Health: 145/145
Purpose: 0/25

A) Keep firing with the flamethrower to those charging (as they get to short range, the number of hits will now be 2d6 + 1)

Doombreed
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Doombreed
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@Darkfire45

Sorry: 1stFloorfail = 1]

3 critical hits on the Marked of chaos on the second floor so total damage:
1st Floor dmg = 10
2nd Floor dmg = 60 + 30 = 90
One marked of chaos is killed and the other is damaged : health 70/80

While hidden in bloody air, you make a run for the bookshelves, just like the rest of the squad and the marked of chaos. You take cover behid the bookcases

A) Attempt to attack them in close combat. You can fire as you move close to them (shots 4 Roll to hit 6 - Reroll - 6 due to high cover and bloody air)
B) Attempt to use Blood Magic. It will drain your magic but has a better chance of success (Roll to hit: 4+)
C) Use crimson flames. It has a better chance of success but it will use your magic and set the library on fire. You may fail the quest if many bookcases are destroyed (Roll to hit: 4+, damage = 20 per hit, hits: d6)
D) Provide overwatch.
E) Fire.

Bloody air will be in effect for 2 more turns. Now it has flooded all the space and so, your enemies benefit from it as well.

For options A,D,E you can also order your squad

DICE RESULTS
1 = 1stFloorfail
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

I have my squad fire at the enemies before engaging them in close combat.

JACKinbigletters
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JACKinbigletters
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Treasurer
DICE RESULTS
25 = 7d6
JACKinbigletters
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JACKinbigletters
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Treasurer

1d6=5 Suppression is successful, I didn't roll for it because there wasn't any roll conditions given.

DICE RESULTS
5 = 1d6
Doombreed
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Doombreed
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Loop_Stratos rolls

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
Success. As the 5 marked of chaos attempt to move, you fire 56 shots that hit on a 6 and 7 (yours) that hit on a 5+

Overwatch1 = 79
Overwatch2 = 65
Overwatch3 = 54
YourOverwatch = 19

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 (x1)
Perks: Pyromaniac, Steel Body
Health: 145/145
Purpose: 0/25

Number of hits = FlamethrowerHits = 9 + 1

DICE RESULTS
79 = Overwatch1
65 = Overwatch2
54 = Overwatch3
19 = YourOverwatch
9 = FlamethrowerHits
Doombreed
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Doombreed
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Liberators: Total of 13 hits from overwatch
Armor is pierced so rolls for criticals:

CriticalHits = 52

New Order: you score a total of 10 hits with the flamethrower
Roll for critical hits (5+):
CriticalHits = 34

DICE RESULTS
52 = CriticalHits
34 = CriticalHits
Doombreed
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Doombreed
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@Loop_Stratos
Liberators: 3 critical hits (your crits are on a 5+ due to accuracy) Total damage = 3x40 +10 x 20 = 320 All the marked of chaos got killed but one who is in cover in front of the police station

New Enemy Wave in 1 turn

A) Fire from the ground floor along the rest of the squad. 50 shots that hit on a 6 - reroll 4+ due to high cover and 10 shots that hit on a 6 - reroll - 3+ (yours).
B) Suppress him while the rest of the squad fires. You cannot fire the next turn
C) Have someone else suppress him so that you can fire with your superior accuracy along the rest of the team (40 shots +10 with accuracy + 7 from Suppression). The teammate that used suppression will have to reload next turn
D) Provide overwatch as the rest of the team fires (50 shots)
E) Have someone else provide overwatch as you fire with them (40 shots + 10 with accuracy)

New Order: Total damage of 4x40 + 6x20 = 160 + 120 = 280.
6 enemies hit in the turn before lose 20 health each due to being on fire
so + 120 + 180 in the previous turn = 580/720.

Out of 6 enemies that got hit in the previous turn, 3 suffered 20 and 3 40 damage. Now they suffer + 20 so 3x40 and 3x60 due to being on fire. The 6 normal hits also affect them (dmg +20) so 3x60 +3x80. Also, you scored 4 critical hits. 2 hit targets that were otherwise unaffected so 2x40. The other 2 hit already damaged Blood disciples and kill them. So:

Blood Disciple recruits x6 (2 have ran away, 2 are dead)
Healths: 10/90 (x3), 30/90 (x1), 50/90 (x2)
Weapons: Sword, Axe

They managed to reach you so they will attack in close combat:

3 attacks each (2 with the sword and 1 with the axe) So

6 axe attacks that hit on a 4+ and 12 sword attacks that hit on a 3+ due to the bulk of your armor that restricts quick movements

Axe = 28
Sword = 40

DICE RESULTS
28 = Axe
40 = Sword
Doombreed
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Doombreed
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4 Axe hits and 7 sword hits
Armor saves (3+):
Axe = 11
Sword = 22

DICE RESULTS
11 = Axe
22 = Sword
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