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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Sorry @Gogotank. But this RPG has to go on. I haven't updated it for a long time while waiting. You can't participate now.

Also @Lowco1 , now that I am studying for my exams, I won't update this as frequently as before. Maybe once per 2 days, but after I am done, I am going to require more frequent posting. Thanks

Doombreed
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Doombreed
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Templar

To everyone, sorry for not updating this. I have nearly completed the update post, but, like I said in the previous post, it is getting hard to keep up with both this and my attempts to study. This is NOT to say that the RPG is stopped. On the contrary I will post the update tomorrow roughly on the same hour. Just know that I will update this less frequently during the exams.

Doombreed
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Doombreed
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Ok. Update!
@Loop_Stratos , no need to roll the dice. Rolling 100 dice to kill off one enemy is too much. So After you kill the last enemy, I move on.

As the last marked of chaos is killed, your men celebrate for holding off this wave. however, nobody has time to prepare, as the next wave arrives immediately:

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 x5
Health: 80/80
Weapon: LMG and brass knuckle
Cover (high to ground floor, low to top floor)

This is the first battle with an enemy champion. Loop, one of your troopers on the top floor has to reload.
So you can fire a total of 100 shots (50 top floor, 50 ground floor) and 10 shots with increased accuracy (yours) Roll to hit: Top floor: 6 - reroll - 3+
Ground floor: 6 - reroll - 4+
Yours: same as top floor.

Or you can provide overwatch.
You can also order as many squad members to do any of the things you can do (fire, attempt to suppress or provide overwatch)
------------------------------------------------------------------------------------------------
@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 x10
Health: 80/80 (x8), 20/80 (x2)
Weapons: Pistol, knife
Cover: none

Enemies:
Marked of Chaos grunt x4
Health: 80/80 (x2), 30/80 (x1), 50/80 (x1)
Weapon: LMG and brass knuckle
Cover: High Cover

Enemy is attacking with brass knuckles (Roll to hit: 5+. 2 Attacks each).
1stFloor = 16
2ndFloor = 9
------------------------------------------------------------------------------------------------
@JACKinbigletters :
Allies:
Liberator x5
Health: 80/80 (x4), 65/80 (x1)
Weapons: LMG and Knife
Cover: Low cover

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

One of your soldiers exclaims: "Sir, suppressing them delays us a lot. Not only we have to reload, they don't stick their heads out of cover. We should attack them with everything we've got!"

In this round, One of your men suppresses the 3 ascendants in front of you (7 shots). Another one has to reload. You and the rest fire in them. 28 shots: Roll to hit: 6 - reroll - 4+
Suppression: Roll to hit: 6 - Reroll - 4+

Shots1 = 63
Shots2 = 24
Suppression = 24
------------------------------------------------------------------------------------------------
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

Now you have to wait as the ascendant patrol moves closer to the warehouse. Ascendant patrol will arrive in 2 turns.

------------------------------------------------------------------------------------------------
@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
You successfully find a way to climb up the factory and enter through a back door. As you enter, you see a massive amount of Marked of chaos in the assembly area. You understand that this has to be a big part of their operation. You count at least 50 Marked of chaos.
Afterwards you read a sign saying:
"Move Forward to: Parts Constrution" You may find some useful parts and materials there
"Left to: Workers' quarters" You may run into more Marked of Chaos, but also you may find more intel about their mission
"Right to: Garbage disposal area." A lot of flammable materials are being disposed here. With the proper sabotage, you can raise the alarm and cause destructive effects in their mass.
Where do you want to go?

DICE RESULTS
16 = 1stFloor
9 = 2ndFloor
63 = Shots1
24 = Shots2
24 = Suppression
Doombreed
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Doombreed
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Darkfire:
One enemy attack hits. Armor save (6) 1d6=3

JACK:
4 rerolls + 1 from suppression
Rerolls = 17Suppressionreroll = 2

DICE RESULTS
3 = 1d6
17 = Rerolls
2 = Suppressionreroll
Doombreed
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Doombreed
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Templar

Darkfire: Armor save failed. Roll for critical (1st floor)
Crit = 5

Allies:
Destroyer Cultist x10
Health: 80/80 (x8), 10/80 (x1), 20/80 (x1)
Weapons: Pistol, knife
Cover: none

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

One of your men exclaims: "Sir this is not working. Bloody air will be gone soon too. We can delay the Marked of chaos here as you search for the book."

Would you like to do that?

JACK: Suppression causes no damage. Out of the rerolls, 3 hit
Critical rolls:
JACKcrits = 11

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

Enemies:
Ascendant thug x2
Health: 65/75 (x1), 75/75 (x1)
Weapon: Assault Rifle
Cover: Low Cover x2

Choose what to do. You can fire a total of 35 shots (yours included) as one of your men reloads

DICE RESULTS
5 = Crit
11 = JACKcrits
JACKinbigletters
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JACKinbigletters
9,363 posts
Treasurer

(Which thugs are alive? Are the ones on my left still standing?)

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

I ask every men on ground floor to do overwatch, and everyone on top to fire.

Doombreed
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Doombreed
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Templar

@JACKinbigletters no. Everyone to your left is dead. The ones you've been suppressing are alive (in front of you).

JACKinbigletters
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JACKinbigletters
9,363 posts
Treasurer

"Strategy men! Fire at those chaos bringers when they pop up! Victorus aut Mortis!" I shout ordering them to fire upon the enemy as they reveal themselves.

Doombreed
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Doombreed
7,022 posts
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@Darkfire45 and @Lowco1 reminder for choices. No rush though...really

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 go to garbage disposal.

Doombreed
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Doombreed
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thanks Lowco. Just waiting for @Darkfire45 to post before I update this.

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 accept their offer and proceed to search for the book.

Doombreed
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Doombreed
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Good. Here comes the update:

Loop_Stratos

Your men on the top floor rain down a barrage of bullets on them:

TopFloor1 = 72
TopFloor2 = 60
TopFloor3 = 35

The men on the ground floor provide overwatch.

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 x5
Health: 80/80
Weapon: LMG and brass knuckle
Cover (high to ground floor, low to top floor)

------------------------------------------------------------------------------------------------
@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), 30/80 (x1), 50/80 (x1)
Weapon: LMG and brass knuckle
Cover: High Cover

Your allies are attacking the marked.

1stFloor = 9
2ndFloor = 20

You succesfully get out of the fighting. You see a section called history in this floor. it could be the section you are interested but it will take 2 turns to search it

You allies' health meter here is a timer. It will take some turns to resolve the combat, but if you lose your allies before you find the book, you die.
What do you do?

A) Search the section. If it is not the right bookcase, you will be delayed by 2 turns

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

C) Move to the ground floor (no enemies) but you don't know what you will find
------------------------------------------------------------------------------------------------
JACKinbigletters :
Allies:
Liberator x5
Health: 80/80 (x4), 65/80 (x1)
Weapons: LMG and Knife
Cover: Low cover

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

One man has to reload. You and the rest fire at them. 35 shots: Roll to hit: 6 - reroll - 3+

Shots1 = 56
Shots2 = 48
------------------------------------------------------------------------------------------------
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

Ascendant patrol will arrive in 1 turn. You successfully sneak into the warehouse and find cover right next to Corax.

Markus: " There you are. Kill those guys quickly. There is an ascendant patrol right outside the warehouse.
Corax: "What? Oh no. Look contact the reinforcements. We need to get out of here ASAP"
------------------------------------------------------------------------------------------------
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

As you make your way to garbage disposal, you see a massive pit that works like an incinerator. 2 Marked of chaos are here. You swiftly kill them and find a way to set a fire. The whole building goes on alarm as everything is slowly consumed in the fire.

One of your men says: "Sir, we can stick here and delay the marked of chaos who will come to investigate. You should move to the troop quarters to find out more about their mission.

6 Marked of Chaos arrive almost immediately. Your men jump in cover as the Marked open fire. To get to the workers' quarters, you need 2 turns.
Your allies health is a timer here. When they die, you lose so you got to resolve any combats fast:

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

DICE RESULTS
72 = TopFloor1
60 = TopFloor2
35 = TopFloor3
9 = 1stFloor
20 = 2ndFloor
56 = Shots1
48 = Shots2
Doombreed
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Doombreed
7,022 posts
Templar

Loop_Stratos Rerolls:

Reroll = 22

Darkfire:

3 successful attacks on the 2nd floor from the first roll. Plus the rest:

1stFloor = 37
2ndFloor = 39

JACK:

Rerolls = 10

DICE RESULTS
22 = Reroll
37 = 1stFloor
39 = 2ndFloor
10 = Rerolls
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