Dont delete this im trying to do something/set som
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Dont delete this im trying to do something/set som
Base Racial Statistics
HUMANS
Strength -4
Dexterity - 4
Constitution - 4
Intelligence - 8
HP - 20
Base Action Points - 2
Base Skills - Human Equipment Proficiency, Human Weapon Proficiency
Starting Equipment - AR-27, SI Uniform, SI Vest, SI Shoulder Pads, SI Long Boots, Combat Knife, HG-1
HUSKY
Strength -6
Dexterity - 6
Constitution - 6
Intelligence - 8
HP - 30
Base Action Points - 1
Base Skills - Husky Equipment Proficiency, Husky Weapon Proficiency
Starting Equipment - Clothing, Weapon: pick 2(Crude Blade, Spear, Flashstick)
----
AR-27
Standard Issue Assault Rifle
Shots per attack 3
Hit d5 (Decomp of 15)
Critical - 1
AP 3
Damage - 1d10
Suppression - 5%
Special N/A
The AR-27 is the Standard weapon, and almost every soldier carries one. They are moderately powerful, with good accuracy and rate of fire. In the hands of several inexperienced soldiers, these weapons can produce a machinegun like hail of bullets. In the hands of a skilled marksman, this common weapon becomes as deadly as a sniper rifle.
Weight 8 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Assault Rifle Mastery (+1 to Hit)
Marksmanship (+1 to Hit, critical of 2)
AR-31 RF
Rapid-Fire Assault Rifle
Shots per attack 5
Hit d3 (Decomp of 10)
Critical 1
AP 2
Damage 1d8
Suppression 5%
Special N/A
The AR-32 is a variant of the AR-27, made to unleash a higher volume of fire, but at a cost of Accuracy and Power.
Weight 8 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Assault Rifle Mastery (+1 to Hit)
Marksmanship (+1 to Hit, critical of 2)
SR 5
Standard Sniper Rifle
Shots per attack 2
Hit d3 (Decomp of 30)
Critical 2
AP 4
Damage 4d6
Suppression 20%
Special 1d4, 1 causes bleed of 1d4 for 1d6. Can target a limb.
This Bolt-Action Sniper Rifle packs a large punch in a small package, and is capable of firing several rounds per turn and still hitting targets. While not the most powerful sniper rifle, its light weight and rate of fire make it a valuable asset in the hands of a skilled rifleman or new sniper.
Weight 12 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Sniper Rifle Proficiency (+2 to Hit)
Marksmanship (+2 to Hit, critical of 3)
SR 7
High Power Sniper Rifle
Shots per attack 1
Hit d4
Critical 2
AP 5
Damage 6d6
Suppression 35%
Special 1d4, 1 causes bleed of 1d4 for 1d6. Can target a limb.
This High powered .50 cal sniper rifle packs a punch at a range and with an accuracy not found in any other weapon system.
Weight 16 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Sniper Rifle Proficiency (+2 to Hit, required to use)
Marksmanship (+2 to Hit, critical of 3)
LMG 15
Squad Automatic Weapon
Shots per attack 7
Hit d2 (Decomp of 10)
Critical 1
AP 2
Damage 1d10
Suppression 5%
Special N/A
The Squad Automatic Weapon is as close to an actual machine gun as you can get without actually having one. Capable of laying down large amounts of fire without the disadvantages of Heavy Weapons makes it a valuable asset.
Weight 20 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
SAW Proficiency (+1 to Hit)
HMG 32
Heavy Machine Gun
Shots per attack 7
Hit d2 (Decomp of 15)
Critical 1
AP 3
Damage 2d6
Suppression 5%
Special N/A
The Heavy Machine Gun is a SAW on steroids. Capable of laying down large amounts of fire with large and powerful rounds, it is effective at both killing and suppressing enemies, and at a range further away than that of a SAW. The drawback is, of course, the weight and size of the weapon. The weapon must be deployed, which takes a turn. When deployed the HMG is stationary, but adds an extra AF to the user.
Weight 45 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Heavy Weapons Proficiency (+1 to Hit)
Machinegun Proficiency (+2 to Hit)
HW 9
35mm Autocannon
Shots per attack 2
Hit d3 (Decomp of 15)
Critical 1
AP 6
Damage 8d6
Suppression 20%
Special Successful hits on limbs sever them.
The Autocannon is the big apple of them all. This heavy weapon is capable of unleashing fire unlike any other weapon fielded by an infantryman and has the Armor Penetration and power to destroy even light vehicles. The drawbacks of the Autocannon are staggering however. It is extremely heavy and takes a long time to deploy. This weapon must be deployed, which takes 3 turns. Once Deployed, it is stationary, but adds an Extra AF to the user.
Weight 110 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Heavy Weapons Proficiency (+1 to Hit)
Autocannon Proficiency (+2 to Hit, required to use)
HUMANS
Strength -4
Dexterity - 4
Constitution - 4
Intelligence - 8
HP - 20
Base Action Points - 2
Base Skills - Human Equipment Proficiency, Human Weapon Proficiency
Starting Equipment - AR-27, SI Uniform, SI Vest, SI Shoulder Pads, SI Long Boots, Combat Knife, HG-1
HUSKY
Strength -6
Dexterity - 6
Constitution - 6
Intelligence - 8
HP - 30
Base Action Points - 1
Base Skills - Husky Equipment Proficiency, Husky Weapon Proficiency
Starting Equipment - Clothing, Weapon: pick 2(Crude Blade, Spear, Flashstick)
----
AR-27
Standard Issue Assault Rifle
Shots per attack 3
Hit d5 (Decomp of 15)
Critical - 1
AP 3
Damage - 1d10
Suppression - 5%
Special N/A
The AR-27 is the Standard weapon, and almost every soldier carries one. They are moderately powerful, with good accuracy and rate of fire. In the hands of several inexperienced soldiers, these weapons can produce a machinegun like hail of bullets. In the hands of a skilled marksman, this common weapon becomes as deadly as a sniper rifle.
Weight 8 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Assault Rifle Mastery (+1 to Hit)
Marksmanship (+1 to Hit, critical of 2)
AR-31 RF
Rapid-Fire Assault Rifle
Shots per attack 5
Hit d3 (Decomp of 10)
Critical 1
AP 2
Damage 1d8
Suppression 5%
Special N/A
The AR-32 is a variant of the AR-27, made to unleash a higher volume of fire, but at a cost of Accuracy and Power.
Weight 8 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Assault Rifle Mastery (+1 to Hit)
Marksmanship (+1 to Hit, critical of 2)
SR 5
Standard Sniper Rifle
Shots per attack 2
Hit d3 (Decomp of 30)
Critical 2
AP 4
Damage 4d6
Suppression 20%
Special 1d4, 1 causes bleed of 1d4 for 1d6. Can target a limb.
This Bolt-Action Sniper Rifle packs a large punch in a small package, and is capable of firing several rounds per turn and still hitting targets. While not the most powerful sniper rifle, its light weight and rate of fire make it a valuable asset in the hands of a skilled rifleman or new sniper.
Weight 12 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Sniper Rifle Proficiency (+2 to Hit)
Marksmanship (+2 to Hit, critical of 3)
SR 7
High Power Sniper Rifle
Shots per attack 1
Hit d4
Critical 2
AP 5
Damage 6d6
Suppression 35%
Special 1d4, 1 causes bleed of 1d4 for 1d6. Can target a limb.
This High powered .50 cal sniper rifle packs a punch at a range and with an accuracy not found in any other weapon system.
Weight 16 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Sniper Rifle Proficiency (+2 to Hit, required to use)
Marksmanship (+2 to Hit, critical of 3)
LMG 15
Squad Automatic Weapon
Shots per attack 7
Hit d2 (Decomp of 10)
Critical 1
AP 2
Damage 1d10
Suppression 5%
Special N/A
The Squad Automatic Weapon is as close to an actual machine gun as you can get without actually having one. Capable of laying down large amounts of fire without the disadvantages of Heavy Weapons makes it a valuable asset.
Weight 20 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
SAW Proficiency (+1 to Hit)
HMG 32
Heavy Machine Gun
Shots per attack 7
Hit d2 (Decomp of 15)
Critical 1
AP 3
Damage 2d6
Suppression 5%
Special N/A
The Heavy Machine Gun is a SAW on steroids. Capable of laying down large amounts of fire with large and powerful rounds, it is effective at both killing and suppressing enemies, and at a range further away than that of a SAW. The drawback is, of course, the weight and size of the weapon. The weapon must be deployed, which takes a turn. When deployed the HMG is stationary, but adds an extra AF to the user.
Weight 45 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Heavy Weapons Proficiency (+1 to Hit)
Machinegun Proficiency (+2 to Hit)
HW 9
35mm Autocannon
Shots per attack 2
Hit d3 (Decomp of 15)
Critical 1
AP 6
Damage 8d6
Suppression 20%
Special Successful hits on limbs sever them.
The Autocannon is the big apple of them all. This heavy weapon is capable of unleashing fire unlike any other weapon fielded by an infantryman and has the Armor Penetration and power to destroy even light vehicles. The drawbacks of the Autocannon are staggering however. It is extremely heavy and takes a long time to deploy. This weapon must be deployed, which takes 3 turns. Once Deployed, it is stationary, but adds an Extra AF to the user.
Weight 110 lbs.
Associated Skills
Human Weapon Proficiency (+2 to Hit)
Heavy Weapons Proficiency (+1 to Hit)
Autocannon Proficiency (+2 to Hit, required to use)
Last edited by Kasrkin Seath on Sat Jun 27, 2009 5:10 pm; edited 1 time in total
_________________
I AM THE LAW

[00:17:22] @ KrAzY : new law.
[00:17:28] @ KrAzY : the law can now be a person.
[00:17:28] @ XNate02 : The Law, can only be The Law.
[00:17:32] @ Gauz : I'd kick everyone....
[00:17:37] @ KrAzY : and that person is seath
[00:17:39] @ kasrkin seath : YES
------------------------------------------
[02:22:43] @ KrAzY : the reason we all come to TCF is because Seath is too Lord Pheonix damn sexy to stop.
R.I.P. EERC Tree
http://www.mtulode.com/wp-content/uploads/2010/09/eerctreeonline.jpg

Kasrkin Seath- The Law
-
Number of posts: 2774
Location: Michigan
Registration date: 2008-07-12
Re: Dont delete this im trying to do something/set som
Random weapon stats FTW

Death no More- Lord's Personal Minion
-
Number of posts: 2160
Age: 17
Location: Spreading Holy convergence in the sprawl.
Registration date: 2009-03-29
Re: Dont delete this im trying to do something/set som
Uhhh..
Microsoft Word?
Microsoft Word?

Gauz- Crimson Medic
-
Number of posts: 6787
Age: 17
Location: Artaeum
Registration date: 2009-02-12
Re: Dont delete this im trying to do something/set som
yesses
_________________
I AM THE LAW

[00:17:22] @ KrAzY : new law.
[00:17:28] @ KrAzY : the law can now be a person.
[00:17:28] @ XNate02 : The Law, can only be The Law.
[00:17:32] @ Gauz : I'd kick everyone....
[00:17:37] @ KrAzY : and that person is seath
[00:17:39] @ kasrkin seath : YES
------------------------------------------
[02:22:43] @ KrAzY : the reason we all come to TCF is because Seath is too Lord Pheonix damn sexy to stop.
R.I.P. EERC Tree
http://www.mtulode.com/wp-content/uploads/2010/09/eerctreeonline.jpg

Kasrkin Seath- The Law
-
Number of posts: 2774
Location: Michigan
Registration date: 2008-07-12
Re: Dont delete this im trying to do something/set som
I got some upgrade Ideas saved on my other comp, ill send em to ya when I can get to em.

JB- Minion
-
Number of posts: 1182
Age: 18
Location: Believe me... You do not want to know O_o
Registration date: 2008-10-15
Re: Dont delete this im trying to do something/set som
Is this for a game?

capn qwerty- Lord's Personal Minion
-
Number of posts: 2736
Age: 18
Registration date: 2008-03-24
Re: Dont delete this im trying to do something/set som
yeah, its kinda like DnD and WH40K mixed in a sense.
There's two main races, humans, and war huskies. Each of them having their own classes, weapons, and upgrades. Seath just kinda started it and I'm "attempting" to help him.
There's two main races, humans, and war huskies. Each of them having their own classes, weapons, and upgrades. Seath just kinda started it and I'm "attempting" to help him.

JB- Minion
-
Number of posts: 1182
Age: 18
Location: Believe me... You do not want to know O_o
Registration date: 2008-10-15
Re: Dont delete this im trying to do something/set som
Yeah, outta the blue I made a random combat system. I was watching the news when it all happened.... lol, anyways jake pretty much explained it.
I think I have got a map system figured outm but it would involve some big images time to time
I think I have got a map system figured outm but it would involve some big images time to time
_________________
I AM THE LAW

[00:17:22] @ KrAzY : new law.
[00:17:28] @ KrAzY : the law can now be a person.
[00:17:28] @ XNate02 : The Law, can only be The Law.
[00:17:32] @ Gauz : I'd kick everyone....
[00:17:37] @ KrAzY : and that person is seath
[00:17:39] @ kasrkin seath : YES
------------------------------------------
[02:22:43] @ KrAzY : the reason we all come to TCF is because Seath is too Lord Pheonix damn sexy to stop.
R.I.P. EERC Tree
http://www.mtulode.com/wp-content/uploads/2010/09/eerctreeonline.jpg

Kasrkin Seath- The Law
-
Number of posts: 2774
Location: Michigan
Registration date: 2008-07-12
Re: Dont delete this im trying to do something/set som
i would like to helpzorz!
tiny tim- Crimson Cripple
-
Number of posts: 1753
Registration date: 2009-03-02
Re: Dont delete this im trying to do something/set som
Sounds fun, cant wait to play itKasrkin Seath wrote:Yeah, outta the blue I made a random combat system. I was watching the news when it all happened.... lol, anyways jake pretty much explained it.
I think I have got a map system figured outm but it would involve some big images time to time

Death no More- Lord's Personal Minion
-
Number of posts: 2160
Age: 17
Location: Spreading Holy convergence in the sprawl.
Registration date: 2009-03-29
Re: Dont delete this im trying to do something/set som
tiny tim wrote:i would like to helpzorz!
umm... okay
_________________
I AM THE LAW

[00:17:22] @ KrAzY : new law.
[00:17:28] @ KrAzY : the law can now be a person.
[00:17:28] @ XNate02 : The Law, can only be The Law.
[00:17:32] @ Gauz : I'd kick everyone....
[00:17:37] @ KrAzY : and that person is seath
[00:17:39] @ kasrkin seath : YES
------------------------------------------
[02:22:43] @ KrAzY : the reason we all come to TCF is because Seath is too Lord Pheonix damn sexy to stop.
R.I.P. EERC Tree
http://www.mtulode.com/wp-content/uploads/2010/09/eerctreeonline.jpg

Kasrkin Seath- The Law
-
Number of posts: 2774
Location: Michigan
Registration date: 2008-07-12
Re: Dont delete this im trying to do something/set som
Ima a use a new post for vehicles
LBT
Light Battle Tank
Size - 4x2
AF - 5
Speed - 10
Weaponry -
Turret Mounted Autocannon
Turret Mounted Heavy Machine Gun
Front Mounted Heavy Machine Gun
HP - 65
LBT
Light Battle Tank
Size - 4x2
AF - 5
Speed - 10
Weaponry -
Turret Mounted Autocannon
Turret Mounted Heavy Machine Gun
Front Mounted Heavy Machine Gun
HP - 65
_________________
I AM THE LAW

[00:17:22] @ KrAzY : new law.
[00:17:28] @ KrAzY : the law can now be a person.
[00:17:28] @ XNate02 : The Law, can only be The Law.
[00:17:32] @ Gauz : I'd kick everyone....
[00:17:37] @ KrAzY : and that person is seath
[00:17:39] @ kasrkin seath : YES
------------------------------------------
[02:22:43] @ KrAzY : the reason we all come to TCF is because Seath is too Lord Pheonix damn sexy to stop.
R.I.P. EERC Tree
http://www.mtulode.com/wp-content/uploads/2010/09/eerctreeonline.jpg

Kasrkin Seath- The Law
-
Number of posts: 2774
Location: Michigan
Registration date: 2008-07-12
Re: Dont delete this im trying to do something/set som
just kinda putting everything in this thread
Combat
Combat plays a major role, and comes in two forms, melee and ranged combat. Both melee and ranged combat share many aspects, but differ as well. To completely cover both will mean going over the specific rules for both.
First however, the move rules must be established.
Movement
Each player can move a specific amount of squares per turn. This amount is determined as one square per dexterity point. That means someone with six points of dexterity can move six squares per turn.
Movement is good and continually moving is essential for survival as well as killing your enemies as you maneuver to suppress and kill them; movement does incur penalties, however.
If you move during a turn that you also attack using ranged weaponry, there is a -2 penalty to the Hit Roll.
You cannot move through the squares adjacent to an enemy. Doing so will stop you as soon as you enter the 'Field of control' of that unit. You can leave the field the next turn or move through it one square per turn.
Ranged Combat
First off .
Each ranged weapon has a specific list of stats.
Shots per attack How many attack rolls will occur per turn when using this weapon.
Hit A twelve-sided die is rolled to determine whether a weapon hits or not. If it rolls the number or lower, it hits.
*Decomp = Number of squares until the Hit Roll decreases by 1)
Critical what number is rolled to incur a critical hit, which does full damage regardless of all other factors
AP The level of Armor Piercing. To do any damage, the area hit must have an AF equal or lower. If the weapon pierces the armor, the AF decreases damage equivalent to its level. I.E. AF of three subtracts three damage.
Damage how much damage the weapon incurs assuming it passes all previous rolls.
Suppression How much suppression is applied to a target when used, regardless of whether it hits or not.
All of these factors play major roles, and will determine how the attack roll turns out.
1. Hit Roll
Once a target has been selected, the hit role will occur.
2. Location Roll
A location roll determines where the target is hit. A twelve-sided die is rolled. 1-8 is a main body hit, 9-10 legs. 11-12 arms
3. AP Check
The AF of the hit area is checked. If higher than AP, attack is not effective. If it is equal or lower, the attack is effected.
4. Special Factor Check
If hit in legs, 1d4 with a 1 or 2 incurs a Slow (1/2 speed) penalty on the target until cured.
If hit in arms, 1d4 with a 1 causes disarmament.
5. Damage Roll
The Damage Roll occurs. The AP of hit area is subtracted and then damage is applied to target.
6. Special Effects
The Special Effect and if it occurs is determine on a specific basis. See the actual effect for more information.
Melee Combat
In a sense, Melee combat is simpler compared to ranged combat, but is just as complex in its own way.
Each Melee weapon has a specific list of stats. These are vital to understanding the weapon and its capabilities.
Hit A twelve-sided die is rolled to determine whether a weapon hits or not. If it rolls the number or lower, it hits.
Critical what number is rolled to incur a critical hit, which does full damage regardless of all other factors
AP The level of Armor Piercing. To do any damage, the area hit must have an AF equal or lower. If the weapon pierces the armor, the AF decreases damage equivalent to its level. I.E. AF of three subtracts three damage.
Damage how much damage the weapon incurs assuming it passes all previous rolls.
Now, onto actual combat.
Keep in mind that engaging an enemy in melee keeps them from engaging in ranged combat on any other targets. They must engage the attacker or move away.
1. Hit Roll
Once a target has been selected, the hit role will occur. If it passes, the defender makes a 1d4 block roll, a 1 blocks the attack altogether (criticals bypass the block roll)
2 Location Roll
A location roll determines where the target is hit. A twelve-sided die is rolled. 1-8 is a main body hit, 9-10 legs. 11-12 arms
3. AP Check
The AF of the hit area is checked. If higher than AP, attack is not effective. If it is equal or lower, the attack is effected.
4. Special Factor Check
If hit in legs, 1d4 with a 1 or 2 incurs a Slow (1/2 speed) penalty on the target until cured.
If hit in arms, 1d4 with a 1 causes disarmament.
5. Damage Roll
The Damage Roll occurs. The AP of hit area is subtracted and then damage is applied to target.
6. Special Effects
The Special Effect and if it occurs is determine on a specific basis. See the actual effect for more information.
Armor Armor plays a huge role in combat. It can stop weapons from causing major damage to your person, and even stop damage altogether. The downside is of course the Weight.
Armor is applied to specific areas of the body. I.E. If you have Leg armor but not chest armor, if you get hit in the chest that armor will not do a damn thing, you are gonna take the damage and you will take all of it.
The areas of the body which armor can be applied to are as follows
Head
Body (Chest, Back)
Arms
Legs
SI Armor AF of 3
Head 4 lbs.
Body - 35 lbs.
Arms 10 lbs.
Legs 15 lbs.
Combat
Combat plays a major role, and comes in two forms, melee and ranged combat. Both melee and ranged combat share many aspects, but differ as well. To completely cover both will mean going over the specific rules for both.
First however, the move rules must be established.
Movement
Each player can move a specific amount of squares per turn. This amount is determined as one square per dexterity point. That means someone with six points of dexterity can move six squares per turn.
Movement is good and continually moving is essential for survival as well as killing your enemies as you maneuver to suppress and kill them; movement does incur penalties, however.
If you move during a turn that you also attack using ranged weaponry, there is a -2 penalty to the Hit Roll.
You cannot move through the squares adjacent to an enemy. Doing so will stop you as soon as you enter the 'Field of control' of that unit. You can leave the field the next turn or move through it one square per turn.
Ranged Combat
First off .
Each ranged weapon has a specific list of stats.
Shots per attack How many attack rolls will occur per turn when using this weapon.
Hit A twelve-sided die is rolled to determine whether a weapon hits or not. If it rolls the number or lower, it hits.
*Decomp = Number of squares until the Hit Roll decreases by 1)
Critical what number is rolled to incur a critical hit, which does full damage regardless of all other factors
AP The level of Armor Piercing. To do any damage, the area hit must have an AF equal or lower. If the weapon pierces the armor, the AF decreases damage equivalent to its level. I.E. AF of three subtracts three damage.
Damage how much damage the weapon incurs assuming it passes all previous rolls.
Suppression How much suppression is applied to a target when used, regardless of whether it hits or not.
All of these factors play major roles, and will determine how the attack roll turns out.
1. Hit Roll
Once a target has been selected, the hit role will occur.
2. Location Roll
A location roll determines where the target is hit. A twelve-sided die is rolled. 1-8 is a main body hit, 9-10 legs. 11-12 arms
3. AP Check
The AF of the hit area is checked. If higher than AP, attack is not effective. If it is equal or lower, the attack is effected.
4. Special Factor Check
If hit in legs, 1d4 with a 1 or 2 incurs a Slow (1/2 speed) penalty on the target until cured.
If hit in arms, 1d4 with a 1 causes disarmament.
5. Damage Roll
The Damage Roll occurs. The AP of hit area is subtracted and then damage is applied to target.
6. Special Effects
The Special Effect and if it occurs is determine on a specific basis. See the actual effect for more information.
Melee Combat
In a sense, Melee combat is simpler compared to ranged combat, but is just as complex in its own way.
Each Melee weapon has a specific list of stats. These are vital to understanding the weapon and its capabilities.
Hit A twelve-sided die is rolled to determine whether a weapon hits or not. If it rolls the number or lower, it hits.
Critical what number is rolled to incur a critical hit, which does full damage regardless of all other factors
AP The level of Armor Piercing. To do any damage, the area hit must have an AF equal or lower. If the weapon pierces the armor, the AF decreases damage equivalent to its level. I.E. AF of three subtracts three damage.
Damage how much damage the weapon incurs assuming it passes all previous rolls.
Now, onto actual combat.
Keep in mind that engaging an enemy in melee keeps them from engaging in ranged combat on any other targets. They must engage the attacker or move away.
1. Hit Roll
Once a target has been selected, the hit role will occur. If it passes, the defender makes a 1d4 block roll, a 1 blocks the attack altogether (criticals bypass the block roll)
2 Location Roll
A location roll determines where the target is hit. A twelve-sided die is rolled. 1-8 is a main body hit, 9-10 legs. 11-12 arms
3. AP Check
The AF of the hit area is checked. If higher than AP, attack is not effective. If it is equal or lower, the attack is effected.
4. Special Factor Check
If hit in legs, 1d4 with a 1 or 2 incurs a Slow (1/2 speed) penalty on the target until cured.
If hit in arms, 1d4 with a 1 causes disarmament.
5. Damage Roll
The Damage Roll occurs. The AP of hit area is subtracted and then damage is applied to target.
6. Special Effects
The Special Effect and if it occurs is determine on a specific basis. See the actual effect for more information.
Armor Armor plays a huge role in combat. It can stop weapons from causing major damage to your person, and even stop damage altogether. The downside is of course the Weight.
Armor is applied to specific areas of the body. I.E. If you have Leg armor but not chest armor, if you get hit in the chest that armor will not do a damn thing, you are gonna take the damage and you will take all of it.
The areas of the body which armor can be applied to are as follows
Head
Body (Chest, Back)
Arms
Legs
SI Armor AF of 3
Head 4 lbs.
Body - 35 lbs.
Arms 10 lbs.
Legs 15 lbs.
_________________
I AM THE LAW

[00:17:22] @ KrAzY : new law.
[00:17:28] @ KrAzY : the law can now be a person.
[00:17:28] @ XNate02 : The Law, can only be The Law.
[00:17:32] @ Gauz : I'd kick everyone....
[00:17:37] @ KrAzY : and that person is seath
[00:17:39] @ kasrkin seath : YES
------------------------------------------
[02:22:43] @ KrAzY : the reason we all come to TCF is because Seath is too Lord Pheonix damn sexy to stop.
R.I.P. EERC Tree
http://www.mtulode.com/wp-content/uploads/2010/09/eerctreeonline.jpg

Kasrkin Seath- The Law
-
Number of posts: 2774
Location: Michigan
Registration date: 2008-07-12
Re: Dont delete this im trying to do something/set som
TEST MAP
http://seathhwf.deviantart.com/art/Test-Map-1-128083419
Hills - it cost 2 move points to move up one but 0 to move down one.
Shallow Water(light blue) - costs two points to move through, -2 to Hit Roll
Deep Water(Dark Blue) cannot be moved through.
Brown = Bridge - functions like normal terrain but can be destroyed with Missile Launcher or Mortars.
Sandbags - Light cover, enemies suffer a -2 to hit when firing through this.
Trench(Sandbag with some brown) - Medium Cover, enemies suffer a -4 to hit, but occupants suffer a -1 on Hit Rolls
Concrete(Gray) cannot be fired through.
http://seathhwf.deviantart.com/art/Test-Map-1-128083419
Hills - it cost 2 move points to move up one but 0 to move down one.
Shallow Water(light blue) - costs two points to move through, -2 to Hit Roll
Deep Water(Dark Blue) cannot be moved through.
Brown = Bridge - functions like normal terrain but can be destroyed with Missile Launcher or Mortars.
Sandbags - Light cover, enemies suffer a -2 to hit when firing through this.
Trench(Sandbag with some brown) - Medium Cover, enemies suffer a -4 to hit, but occupants suffer a -1 on Hit Rolls
Concrete(Gray) cannot be fired through.
_________________
I AM THE LAW

[00:17:22] @ KrAzY : new law.
[00:17:28] @ KrAzY : the law can now be a person.
[00:17:28] @ XNate02 : The Law, can only be The Law.
[00:17:32] @ Gauz : I'd kick everyone....
[00:17:37] @ KrAzY : and that person is seath
[00:17:39] @ kasrkin seath : YES
------------------------------------------
[02:22:43] @ KrAzY : the reason we all come to TCF is because Seath is too Lord Pheonix damn sexy to stop.
R.I.P. EERC Tree
http://www.mtulode.com/wp-content/uploads/2010/09/eerctreeonline.jpg

Kasrkin Seath- The Law
-
Number of posts: 2774
Location: Michigan
Registration date: 2008-07-12
Re: Dont delete this im trying to do something/set som
LOOKING FOR TESTERS
If ya are interested just say so.
If ya are interested just say so.
_________________
I AM THE LAW

[00:17:22] @ KrAzY : new law.
[00:17:28] @ KrAzY : the law can now be a person.
[00:17:28] @ XNate02 : The Law, can only be The Law.
[00:17:32] @ Gauz : I'd kick everyone....
[00:17:37] @ KrAzY : and that person is seath
[00:17:39] @ kasrkin seath : YES
------------------------------------------
[02:22:43] @ KrAzY : the reason we all come to TCF is because Seath is too Lord Pheonix damn sexy to stop.
R.I.P. EERC Tree
http://www.mtulode.com/wp-content/uploads/2010/09/eerctreeonline.jpg

Kasrkin Seath- The Law
-
Number of posts: 2774
Location: Michigan
Registration date: 2008-07-12
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