Table of Contents1. Introduction
2. The Map
3. Moving and Time Units
4. Shooting and Reactions
5. Cover and Line of Sight
6. Weapons and Items
7. The Store
8. Other Information
9. Character Sheet
1. -INTRODUCTION-Welcome to
X-Grid, the grid-based boardgame/Roll to Dodge including the infamous X-COM Accuracy. A simplistic art style is used for this game, and some fairly large battles on large maps can occur. With a variety of weapons and gamemodes being created and changed between games as I feel like it, I shall endeavor to keep this game interesting. What was once a simple deathmatch with shotguns is now a King of the Hill where everyone gets portable nuke launchers. And missing can and will end horribly. Especially for teams. Have fun!
2. -THE MAP-A map in X-Grid is simple. Each map will have a set of rules posted for it when the map is introduced.
Something on the map takes up an entire square. The standard square looks like this:
Looks small? These maps can get rather large.
The center of the square is used for a number of things, like determining cover.
Whenever something targets a square, it will always target one of the center four pixels.3. -MOVING AND TIME UNITS-Time Units are your "action points" in this game, similar to the time units of the actual X-COM games. Pretty much everything uses time units, from moving to shooting to reloading.
The number of Time Units it takes to perform an action varies on an item-to-item and game-to-game basis, as does the number of Time Units you have available per turn.Moving is simple enough, you spend a number of Time Units to move a number of spaces.
You can only move up, down, left or right, not diagonally. In order to move diagonally, you must move twice.
You can do as many actions as you have time units for.4. -SHOOTING AND REACTIONS-Shooting is a simple matter. You specify the target square, and draw a straight line to anywhere in that square from anywhere in your square. However, when shooting, dice are rolled as per the following tables.
Shooting Table - Roll 1d6:
1 - Critical Failure. Offset the target square by 1d10 squares to the left or right. Roll 1d2 to determine direction. 1 = left, 2 = right. If an ally is adjacent to the new target square, the ally's square is now the target square.
2 - Failure. Offset the target square by 1d5 squares to the left or right. Roll 1d2 to determine direction. 1 = left, 2 = right.
3 - Minor Success. Roll on the Minor Success - Shooting table. If anyone is adjacent to the new target square, unless a direct hit was rolled, that square becomes the new target square.
4 - Success. Direct Hit occurs.
5 - Critical Success. A Critical Hit occurs.
6 - Overshot. Roll on the Minor Success - Shooting Table and replace each Direct Hit result with a Critical Hit.
Minor Success - Shooting Table - Roll 1d6
1 - Offset target square by 2 to the left.
2 - Offset target square by 1 to the left.
3 - Direct Hit.
4 - Direct Hit.
5 - Offset target square by 1 to the right.
6 - Offset target square by 2 to the right.
If the result rolled is a Hit of any type, whether it be a Direct Hit, Critical Hit, or Supercritical Hit, use the damage value and any applicable rules for the weapon being used. A player in a newly-targeted square is hit by a Direct Hit.
Weapons require Line of Sight, and Cover rules may apply. See Section 5 - Cover and Line of Sight.
When being shot at, and a direct hit or critical hit occurs, you will automatically use a Reaction Point, if you have any, unless you specify not to use Reactions that turn. Reaction Points are given based on the items and game rules currently in play. A Reaction Point can allow you to dodge an attack, however some weapons will prevent this. When using a Reaction Point, roll using the following table.
Reaction Point Table - Roll 1d6
1- - Critical Failure. Direct Hit becomes a Critical Hit. Critical Hits become Supercritical Hits.
2 - Failure. Direct Hit.
3 - Minor Success. Roll on the Minor Success - Reaction Point table.
4 - Success. Direct Hit is negated and does no damage. Critical Hits become Direct Hits. Area of Effect damage may apply.
5 - Critical Success. Direct Hits and Critical Hits are negated and do no damage.
6+ - Overshot. Direct Hit is negated and does no damage. Critical Hits become Direct Hits. Area of Effect damage may apply. Two Reaction Points are spent. If only one is available, instead roll on the Minor Success - Reaction Point table.
Minor Success - Reaction Point Table - Roll 1d3
1 - Direct Hit or Critical Hit as normal.
2 - Critical Hits become Direct Hits. Direct Hits are negated and deal no damage. Roll 1d2. On a 1, move one square to the left. On a 2, move 1 square to the right. If the movement is impossible, do not move.
3 - Direct Hit is negated and does no damage. Critical Hits become Direct Hits.
5. -COVER AND LINE OF SIGHT-Weapons require Line of Sight to hit their targets. To determine line of sight, draw a straight, 1-pixel width line from anywhere in your square to anywhere in the opponent's square. If the line is visible on any square that blocks line of sight, you do not have line of sight.
If you can draw a line of sight line directly from the center of your square to the center of your target's square they do not have cover. If you can draw a line of sight line from anywhere in your square to the center of your target's square they have minor cover. If you can draw a line of sight line from anywhere in your square to anywhere in your target's square they have major cover.
If a target has cover, roll on the Cover table. If the have Major Cover, roll on the Cover table at +2.
Cover Table - Roll 1d6
1 - No Cover Effects
2 - No Cover Effects
3 - Direct Hits are negated and deal no damage.
4 - Direct Hits are negated and deal no damage.
5 - Critical Hits and Direct Hits are negated and deal no damage.
6 - Critical Hits, Direct Hits, and Area of Effect damage is negated and deals no damage.
6. -WEAPONS AND ITEMS-Weapons have the following stat sheet.
Name:
Time Units: S#/R# (C)
Range: S#/M#/L#
Damage: D#/C#/S#
Reaction Points: #
Special Abilities:
The Name is the name of the weapon.
Time Units is the number of Time Units required to fire the weapon, for the S number, and to reload it, for the R number. C is the Clip Size.
The Range is the range, with S being Short Range, M being Medium Range, L being Long Range, and E being Effective Range. For every step away from Effective Range, take a -1 penalty to hit. For example, if your weapon has an Effective Range of S, it would take a -1 penalty at Medium range, a -2 penalty at Long range, and a -3 penalty at anything beyond Long range.
The Damage is obviously the damage. D is the damage from a Direct Hit, C for a Critical Hit, and S for a Supercritical Hit.
Reaction Points is the number of Reaction Points the weapon grants.
Most weapons have Special Abilities. These will be detailed with the weapon. An example weapon would be like so:
Name: Rocket Launcher
Time Units: S4/R8 (1)
Range: S10/EM20/L30
Damage: D50/C100/S200
Reaction Points: 1
Special Abilities: Blast 3 [Area of Effect damage occurs in a radius of 3 squares, including the center square. Damage is 30/20/10, and added to any other Damage values], Destroyer [This weapon will destroy any destructible terrain in its' area of effect], Armor Piercing [All damage counts as Armor Piercing]
Items come with a similar stat sheet.
Name:
Time Units: #
Effect:
Two example items are:
Name: Medkit
Time Units: 5
Effect: Restores 25 HP. Two uses.
Name: Bulletproof Chestplate
Time Units: -
Effect: Armor. Reduces all non-Area of Effect and non-Armor Piercing damage by 30.
7. -THE STORE-Upon winning a game, or scoring points, or anything else granted by the gamemode, you will be granted a number of
victory points. You can use these victory points to buy Items in the
Store. Simply ask for something, and I will come up with an item for you. It will have its' cost listed in Victory Points.
8. -OTHER INFORMATION-Every game shall be different, even if it is in map layout alone. Sometimes you will be able to pick up new weapons, other times you won't be able to.
There are 4 blank map templates created so far. 16x16 [Tiny], 32x32 [Small], 64x64 [Normal], and 128x128 [Large]. The squares are 16x16.
Rules for the map will be posted when the map is posted, as will a legend.9. -CHARACTER SHEET-To enter, just post this character sheet. Note that the color Black is unusable, as is anything outside the visible spectrum.
Name:
Color:
Total Victory Points: 0
Victory Points [Store]: 0
Also, come up with a weapon, or an item for the store. Do not post victory point cost for it.
Stats for it are ideal, but unnecessary. I will modify the item as necessary.The first game will be accepting 8 players, and will be played on a 64x64 [Normal]-sized map. The gamemode will be Deathmatch. When signing up for this game, please specify if you want a [Shotgun], [Assault Rifle], or [Pistol and Grenade] to start with.Feel free to ask questions, and point out mistakes.