ForumsForum GamesBattle for Vandea (Fallout style RPG)

104 23544
Doombreed
offline
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
offline
Doombreed
7,022 posts
Templar

@Loop_Stratos
1 Axe hit and 3 sword hits
Criticals:
AxeCritical = 3
SwordCritical = 10

DICE RESULTS
3 = AxeCritical
10 = SwordCritical
Doombreed
offline
Doombreed
7,022 posts
Templar

Sorry it was 2 axe hits my mistake.
1d6=5

So total damage:
2x30 + 3x20 = 120

You go at low health.
3 enemies die due to fire:

Blood Disciple recruits x6 (2 have ran away, 5 are dead)
Healths: 10/90 (x1), 30/90 (x2)
Weapons: Sword, Axe

You can only attack with your fists.

Make 2 attacks. I'll resolve them now

DICE RESULTS
5 = 1d6
Loop_Stratos
offline
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) 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

---

Still waiting for new order.

Doombreed
offline
Doombreed
7,022 posts
Templar

Loop's roll for New order:
5+ required
Fists = 9

Enemies attack you again after that. One enemy is too damaged to attack and already on fire so he flees (and eventually dies)

4 Sword attacks and 2 axe attacks:
Sword = 7
Axe = 9

DICE RESULTS
9 = Fists
7 = Sword
9 = Axe
Doombreed
offline
Doombreed
7,022 posts
Templar

One close combat hit to the blood disciples
Armor save:
1d6=3

1 sword attack and 2 axe attacks are succesful. Pray that your armor saves them!

Sword = 1
Axe = 5

DICE RESULTS
3 = 1d6
1 = Sword
5 = Axe
Doombreed
offline
Doombreed
7,022 posts
Templar

Sorry @Loop_Stratos . New order is dead. You can still play him (he will be revived) but he will not earn any purpose from the destroyed gladiatorial arena and must wait another day to be updated.

Loop_Stratos
offline
Loop_Stratos
5,291 posts
Jester

Okay...

Doombreed
offline
Doombreed
7,022 posts
Templar

Now onto JACK's rolls:

So you've made a total of 6 hits on the ascendants to your left
and 1 on the ascendants in deep cover

Rolls for criticals:
AscendantsLeft = 25
No critical rolls for suppression

Total damage to the ascendants on the left = 120
One ascendant to the front loses 20 health
One ascendant ot your left is killed and another is damaged.

Enemies:
Ascendant thug x4
Health: 30/75 (x1), 50/75 (x1), 75/75 (x2)
Weapon: Assault Rifle
Cover: Low cover (x1), High Cover (x3) Lasts 1 turn.

You cannot fire this turn as you have to reload. Enemies ahead of you double down.
Ascendant to your left fires at your squad mates from the other side. Total of 7 shots

DICE RESULTS
25 = AscendantsLeft
Doombreed
offline
Doombreed
7,022 posts
Templar

Reminder: one of your teammates from the other side is wounded (health 65/80)

Ascendant shots (they need a 6 to hit due to low cover):
7d6=21

DICE RESULTS
21 = 7d6
Doombreed
offline
Doombreed
7,022 posts
Templar

@JACKinbigletters. No enemy shot hits

You have to reload this turn so you can only order your squad. Tell them what to do

A) Your choice
------------------------------------------------------------------------------------------------

Observer: The distraction was a success. You swiftly move to the other side of the container block. Ascendant patrol will arrive in 2 turns. When they do, they will enter from the open door, instantly killing half of the liberator squad. It is crucial that you stop them.

A) Now you are closer to the container with the boxes. You can climb up, kick the boxes down and climb back down easily. it is less risky than the previous time, but it will delay them for 1 turn.
B) You cannot run in the warehouse now as the ascendant who investigated the noise you made, already are in range of the warehouse. Instead, you can try to run around and stealth kill one of them by grabbing him from the neck. It is more risky than option A but less than if done with any other character due to your stealth.
C)There is an industrial crane that loads the containers onto the ships. You can attempt to climb that and operate it to bring down the containers on the ascendants. However, it will take you 1 turn to climb and the resulting noise might make it easier for them to avoid the falling containers. If you do so, they may also attempt to climb up here trapping you. However it will delay them for 2 turns.

Doombreed
offline
Doombreed
7,022 posts
Templar

Darkfire's rolls:

Enemies:
Marked of Chaos grunt x4
Health: 80/80 (x2), 70/80 (x2)
Weapon: LMG and brass knuckle
Cover: High Cover

As you draw close to the marked of chaos, you and your squad fires with pistols. But the marked of chaos also fire.

So: Roll to hit required: 6 - reroll - 5+
1stFloor = 66
2ndFloor = 74

Marked of chaos: 10 shots each. Roll to hit required: 6 - reroll - 3+ due to bloody air

1stFloor = 62
2ndFloor = 77

DICE RESULTS
66 = 1stFloor
74 = 2ndFloor
62 = 1stFloor
77 = 2ndFloor
Doombreed
offline
Doombreed
7,022 posts
Templar
DICE RESULTS
14 = 1stFloor
8 = 2ndFloor
10 = FirstFloor
16 = SecondFloor
JACKinbigletters
offline
JACKinbigletters
9,363 posts
Treasurer

I reload my gun as I shout to my squad, "One of you suppress the three to the front, the rest of you fire on the ones on the left!"

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

Observer) A

Doombreed
offline
Doombreed
7,022 posts
Templar

JACK, got it. I have to continue with Dark's dice rolls though. I'll update this with new choices tomorrow.

So Darkfire:

2 hits on the first floor. Your squad also took 5 hits from LMG fire

Armor saves:
MarkedArmorSaves = 11

Rolls for critical against your troops:
Criticals = 19

That means 2 of your squad members got injured, lost 60 health each
Allies:
Destroyer Cultist x10
Health: 80/80 (x8), 20/80 (x2)
Weapons: Pistol, knife
Cover: none

DICE RESULTS
11 = MarkedArmorSaves
19 = Criticals
Doombreed
offline
Doombreed
7,022 posts
Templar

@Loop_Stratos, disregard previous post. Sorry I changed my mind but I've got 2 more people wanting to join and a total of 7 characters is too much. So, your New Order character stays dead. And everyone else, don't worry, I won't try to kill off your characters

Showing 46-60 of 104