ForumsForum GamesBattle for Vandea (Fallout style RPG)

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Doombreed
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Doombreed
7,022 posts
Templar

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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Templar

Loop_Stratos : 5 shots hit and negate the enemy armor (I assume they've hit the squad and not the champion)

Rolls for critical hits

Criticals = 14

Darkfire: Total of 4 successful attacks on the 1st floor and 6 on the 2nd floor

Armor saves:

1stFloor = 11
2ndFloor = 28

JACK : Unlucky roll 2 hits

Rolls for criticals:
Critical = 6

DICE RESULTS
14 = Criticals
11 = 1stFloor
28 = 2ndFloor
6 = Critical
Doombreed
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Doombreed
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Templar

Loop No criticals so you cause a total of 100 damage:

Enemies:
Enemy Champion:
Marked of Chaos Overseer
Health: 160/160
Weapon: Improved LMG (accuracy +1) and brass knuckle
Armor: Heavy
Perks: Accuracy, AP Rounds, Fearless (Suppression won't have any effect on the target and the enemies he leads)
2 turns away from the police station

Marked of Chaos grunt x4
Health: 80/80 (x3), 60/80 (x1)
Weapon: LMG and brass knuckle
Cover (high to ground floor, low to top floor)

Darkfire: No Armour saves on the 1st Floor, 4 on the 2nd

Rolls for criticals:

1stFloor = 19
2ndFloor = 7

One critical in each floor, total of 80 damage (50 on the first floor, 30 on the second)

Allies:
Destroyer Cultist x9
Health: 80/80 (x7), 10/80 (x1), 20/80 (x1)
Weapons: Pistol, knife
Cover: none

Enemies:
Marked of Chaos grunt x4
Health: 80/80 (x2), 20/80 (x1) (first floor), 40/80 (x1) (second floor)
Weapon: LMG and brass knuckle
Cover: High Cover

JACK No criticals unfortunately. Total damage is 40.

Allies:
Liberator x5
Health: 80/80 (x4), 65/80 (x1)
Weapons: LMG and Knife
Cover: Low cover

Enemies:
Ascendant thug x2
Health: 25/75 (x1), 75/75 (x1)
Weapon: Assault Rifle
Cover: Low Cover x2

Update will continue with enemy actions and some more things on the next post

DICE RESULTS
19 = 1stFloor
7 = 2ndFloor
Chryosten
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Chryosten
17,384 posts
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

B) Go to the second floor, you may find something with closer examination.

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

I am quitting, sorry. All the dices are confusing.

Lowco1
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Lowco1
1,035 posts
Nomad

Name: Orion
Age: 32
Bio: He hated peace, he loved blood. He joined the blood Disctiples.
Faction: Blood Disctiples
Weapons: Sword and Axe.
Items: None
Perks: Combo
Axe Mastery.
Health: 130/130
Purpose: 0/20

I send the soilders to attack the soilders. I trie to call the Destroyer Cult comander. If any one comes to me I attack them.

Doombreed
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Doombreed
7,022 posts
Templar

@Loop_Stratos why? I am making the dice rols and noting down the damage. Nothing confusing for you there. Anyway.

@Lowco1 It wasn't exactly a choice. Now you move to the workers' quarters to find out about the Marked of chaos mission while your teammates stay back to stop any Marked of chaos who comes to investigate. If you encounter anything, I will give you new choices.

Loop_Stratos
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Loop_Stratos
5,291 posts
Jester

Well all the datas provided are confusing.

Doombreed
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Doombreed
7,022 posts
Templar

I've decided to update this if you are still interested. Exams have finished so I finally have some more free time. Don't worry. No more massive amounts of dice rolls (hopefully). I've decided to take a different approach, as soon as these quests end. As already posted, please notify me if you come across any mistake:

@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

Allies:
Destroyer Cultist x9
Health: 80/80 (x7), 10/80 (x1), 20/80 (x1)
Weapons: Pistol, knife
Cover: none

Enemies:
Marked of Chaos grunt x4
Health: 80/80 (x2), 20/80 (x1) (first floor), 40/80 (x1) (second floor)
Weapon: LMG and brass knuckle
Cover: High Cover

Enemy actions:
Enemies are attacking your teammates with brass knuckles.

1stFloor = 12
2ndFloor = 21

As you move to the second floor, you see a small sign over a bookcase: &quotseudoscience". It's got to be the sector you are interested in. It will take one turn to search this. You proceed to start searching anyway.
------------------------------------------------------------------------------------------------
@JACKinbigletters :

Allies:
Liberator x5
Health: 80/80 (x4), 65/80 (x1)
Weapons: LMG and Knife
Cover: Low cover

Enemies:
Ascendant thug x2
Health: 25/75 (x1), 75/75 (x1)
Weapon: Assault Rifle
Cover: Low Cover x2
Ascendant thugs are beginning to panic. They fire at your men with no effect.

This is your last chance to fire before the Ascendant patrol arrives.

A) Fire at your enemies. You have a good chance of killing them. 42 shots Roll to hit: 6 - reroll - 3+. Damage is 20 each shot that hits and enemies have no armor. However, you will definitely lose the 3 Liberators which are in cover in front of the door to your left, because they will not manage to move in time and will be gunned down from behind by the Ascendant patrol.

B) Order all of the Liberators to converge in your position, taking cover right next to you. The Ascendants will not be able to kill any of them outright and the thugs you are fighting right now do NOT provide overwatch, so your Liberators won't take any damage as they move. It is a better option if you want your squadmates to survive but, you will further delay the killing of the 2 remaining Ascendant thugs in front of you (the ones you are fighting now).

------------------------------------------------------------------------------------------------
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 contact the Liberators on standby

Markus: "We are in the warehouse. Bring the truck in ASAP. Smash through the doors if you need to."
Reinforcements: "Roger that. Coming through"

They will arrive in 1 turn. Notice that the truck will barge through the doors ahead, and enter the warehouse right behind the 2 Ascendants you are fighting. Meaning that you will have to kill them, before you reach the getaway truck and escape.

------------------------------------------------------------------------------------------------

@Lowco1 :

Name: Orion
Age: 32
Bio: He hated peace, he loved blood. He joined the blood Disctiples.
Faction: Blood Disctiples
Weapons: Sword and Axe.
Items: None
Perks: Combo
Axe Mastery.
Health: 130/130
Purpose: 0/20

Allies:
Blood Disciple soldier x5
Health: 110/110 (x5)
Weapons: Sword and Axe
Cover: High cover (x5)

Enemy turn:
Enemies are attacking your allies in the Garbage Disposal Area. The fight begins.

Enemies:
Marked of Chaos grunt x6
Health: 80/80 (x6)
Weapons: LMG and brass knuckle
Cover: Low Cover (x6)

Shots1 = 67
Shots2 = 69
Shots3 = 9

DICE RESULTS
12 = 1stFloor
21 = 2ndFloor
67 = Shots1
69 = Shots2
9 = Shots3
Doombreed
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Doombreed
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Templar

Armor saves:
1stfloor = 1
2ndfloor = 11

Lowco1:

Rerolls of sixes:
Rerolls = 18

DICE RESULTS
1 = 1stfloor
11 = 2ndfloor
18 = Rerolls
Doombreed
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Doombreed
7,022 posts
Templar

One succesful armor save on the 2nd floor. Rolls for criticals
1stfloor = 3
2ndfloor = 6

Allies:
Destroyer Cultist x7
Health: 80/80 (x7)
Weapons: Pistol, knife
Cover: none

Enemies:
Marked of Chaos grunt x4
Health: 80/80 (x2), 20/80 (x1) (first floor), 40/80 (x1) (second floor)
Weapon: LMG and brass knuckle
Cover: High Cover

Lowco1:
3 hits
Rolls for criticals:
Criticals = 8

Allies:
Blood Disciple soldier x5
Health: 110/110 (x4), 50/110 (x1)
Weapons: Sword and Axe
Cover: High cover (x5)

Enemies:
Marked of Chaos grunt x6
Health: 80/80 (x6)
Weapons: LMG and brass knuckle
Cover: Low Cover (x6)

Your allies are pinned down by heavy fire. They cannot move. One more reason to hurry. But, you still have one turn to reach the workers quarters.

DICE RESULTS
3 = 1stfloor
6 = 2ndfloor
8 = Criticals
JACKinbigletters
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JACKinbigletters
9,363 posts
Treasurer

(Hold up what's going on with Markus? There were no choices in the last update, of course if this is what you planned then that is what I will expect when there is no choice in the future.)

"Men converge to me!" I shout, "The rest of you fire on the enemy!" I order as I fire upon the enemy.

(Also, you can tell me to sod off but ideas are ideas, any chance you could do all the dice roll elsewhere? It creates a lot of clutter, without it the game would run much smoother I would say.)

Doombreed
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Doombreed
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Templar

@JACKinbigletters Markus doesn't have choices for now. You just wait for the reinforcements to come in (Don't worry, it's only temporary)

Doing the dice rolls elsewhere huh? hmmm...I'll look into it. I think it's a good idea.

JACKinbigletters
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JACKinbigletters
9,363 posts
Treasurer

(I see.)

(Thank you.)

Doombreed
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Doombreed
7,022 posts
Templar

Ok, minor update. Now that I have more free time in my hands, you can except the next round. Also, I will make a new thread for the dice rolls, so head there if you think there is too much or too little damage.

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