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+.