Welcome to Consume/Assemble/Repeat, where you do exactly what the title says. This post contains the rules of the game and will be updated regularly when new rules are created or revealed.
It is a suggestion game. Decisions are made by voting, and the plan with the most votes is excecuted. Most things are roll-based. Just for fun, you will have to do the rolling yourself, with the help of
http://invisiblecastle.com/ . Simply post a link to your roll, and don't be a douche by not posting a bad roll. What's the fun in not having any risks?
Rules:
General:
All units have 2 base stats.
Structure (St)
Basically just health. Too much damage causes penalties.
Weight (Wg)
Used for move speed, dodging and crushing things.
There are 5 main stats.
Strength (Str)
Used for melee attacks and the damage you can take without penalties.
Agility (Agi)
Used for movement, charging and dodging.
Dexterity (Dex)
Used for wielding ranged weapons and parrying.
Intelligence (Int)
Used for crit damage and special actions.
Power(Pow)
Used for special systems, weapons, shields, etc.
Units may have secondary stats that affect them in unique ways.
All units use this system, this includes humans, tanks, giant mechs, orbital cannons and in some cases buildings(a collapsing building is considered a bodyslam).
Combat:
During their turn, an unit can move and attack. Specifically in that order. Attacking after moving incurs a -2 to-hit penalty. Moving in melee range allows an opponent to attack.
Attacking involves rolling a 1d10 to-hit roll, then determining the hit location by rolling a 1d20, and then resolving the damage together with the armour of what was hit.
An unit may perform an aimed attack, which has a -2 to-hit penalty, but targets a specific bodypart.
Ranged weapons have a required dexterity. Having more dexterity causes no bonuses, but each point of dexterity less than required causes a -1 to-hit penalty.
Distances are not defined by a real distance unit.
An unit can move 5*Agi-Wg each turn.
An unit can charge a distance of (Agi)D10 - Wg. Charging does not incur a to-hit penalty, but blocks an unit from performing ranged attacks. Any attack against the charging unit until their next turn will automatically hit a 6 when a lower to-hit was rolled. Any melee attack after charging will cause chargedistance additional damage. An unit may only charge from a distance of 3 or higher.
Slamming is an attack available to all units, regardless of other weapons. If no charge was performed, read all values of ChargeDist as 1.
Damage Type: Blunt
Damage: (1.2Weight-TarWeight+Strength)*ChargeDist
SelfDamage: (1.2TarWeight-Weight+TarStrength)*ChargeDist
Special: Selfdamage is dealt to chosen bodypart/armor. Usual hit location is rolled for target.
The only purpose of adding slamming was to present the opportunity to bodyslam tanks.
An unit may or may not be split up into multiple bodyparts. Bodyparts are linked to a particular stats and/or weapons, and when heavily damaged their linked stats and weapons will be lost.
Bodyparts have 3 stats:
Health
Linked stats
Linked weapon
Coverage - "Size" on to-hit rolls.
Armour covers one or more bodyparts and protects against damage. When multiple armours are covering a hit bodypart, the logical order is used.
Armour has 3 stats:
Durability
How much damage can be blocked before breaking.
Damage Block
How much damage is blocked from a single attack
Covered Bodyparts
Hitting is rolled on a d10. Consult the following table for determining what happens. + means normal effect. - means miss.
Daze - -1 to all rolls next turn
Bleed - Takes damage each turn. Consult weapon for specifics.
Maim - Double damage to bodyparts. No effect on torso hit, and deals no additional general damage
Armour Pierce - Damage not reduced by armour. Armour still damaged as if it had.
Crit - Additional damage is dealt however many times a 1d2 rolls 2 in a row, capped by the amount of int.
Fumble - Body part linked with the weapon is damaged for half the usual damage.
Any two units(barring special circumstances) are treated as being in melee when the distance between them is 3 or less. This includes using ranged weaponry.
If in melee, both parties can respond to each others attacks. An unit being hit can choose to either Parry or Dodge.
Dodge: (Defending Agi-Wg/5 +1d10) vs (Attacking Dex-Wg/5 +1d10). If attacker wins, damage is dealt according to the 1d10 roll and the damage types table, and a hit location is rolled. If defender wins, they can choose to move the amount of their roll(assuming they can normally move that much). A roll of 10 on the attacking side is considered an automatic hit.
Parry: (Defending Dex +1d10) vs (Attacking Str +1d10). If attacker wins, damage is dealt according to the 1d10 roll and the damage types table and full damage is dealt to the bodypart that was parried with. On defender win, same, but half-damage is dealt and the defender can perform a resistanceless damage roll(still rolls 1d10 to-hit).
Damage is specified by the weapon used. Damage is first reduced by armour, dealt to the bodypart and finally subtracted from the structure of the target.
If the amount of damage an unit has suffered goes over 2xStr, then each damage point reduces the highest stat by 1 point. Reduced Str does not change the amount of damage that can be suffered without penalties.
Special:
Due to your nature, you are capable of freely changing your form if you have a safe environment and enough time. This includes splitting into multiple units, and recombining.
A brood is any number of identical units in constant communication with eachother. A brood can survive the death of any number of individual members without any ill effects besides the loss of intelligence and resources.
You have 2 special stats:
Communications(Com)
Production(Pro)
Report any oversights or feedback regarding the rules.