Welcome to Mad Dogs. This is a prototype game I'm running that should last at least three matches, but hopefully I'll complete more than that. A "match" is described below, as there's many ways to play Mad Dogs.Mad Dogs is a system I developed to test a few things, namely how well graph paper maps translate into an RtD. It's a bit roll-intensive, though that's mostly due to weapons balance, and uses a modified chunky salsa (Yep, you have hit points. Kinda. Explained later.) system. First, you need to know everything about the mechanics of the game.
COVER AND OVERWATCH
Cover is your friend. You can stand next to it and get a nice bonus if anyone tries to attack you through the cover. They might manage to hit you, but you're still going to survive longer if you use cover. Initial attacks are done by d6 vs d6, and you get a +1 for being behind cover (attacking AND defending). Some cover can be destroyed, some cover can be passed over, some cover is permanent, some cover can't be passed over. All of these have map indicators, so you'll know what cover does what.
If you end a turn behind cover, you can set up Overwatch. Overwatch lets you watch a space anywhere within your gun's range, and if anyone steps on that tile or an adjacent tile, you can fire on them completely skipping the 6v6 die roll. You won't be able to react to someone firing at you, though, so only do this if you're alone.
Cover you can move over takes two movement points opposed to one. Cover you can destroy needs to be hit at close range.
COVER VS. MAP CORNERS
You may NOT set up overwatch from a corner of the map, as walls do not give you a "behind cover" bonus.
Map corners can be useful however, as if a straight line cannot be drawn between you and an enemy without crossing a wall or sight-breaking object/event, they cannot shoot at you.
HEALTH
You have 5HP for each individual area you could be hit- 10 for the Arms, 10 for the Legs, 5 for the Head, and 10 for the Torso.
If you have 5 or less HP for your arms, all attack rolls get a -1. At 0 HP, this becomes -2.
If you have 5 or less HP in your legs, your base movement becomes 4. At 0 HP, this becomes 2.
If you have 5 or less HP in your Torso/Gut, you will lose 1 HP a turn from the Torso and leave blood on any tile you stop on.
Headshots can kill an enemy very quickly.
If your Head or Torso reaches 0HP, you are dead.
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Medkits take a full turn to use, you cannot move while using them, but restores up to 10 points of damage over any two areas you've taken damage.
EQUIPMENT, WEAPONS, SIGNATURE EFFECTS AND IDENTIFYING TRAITS
Your equipment is fairly simple, and chosen based on game style. You get (in common matches) a Primary Weapon, a Secondary Weapon, a Melee Weapon, three Equipment items, and Armor for the Head/Torso, Arms, and Legs.
Signature Effects are sometimes given out based on game mode. These change your weapon, make it unique, and often makes it better.
Identifying Traits are things that set you apart from everyone else- maybe your weapons all have a specific camo, or maybe you have a scar or something. Player names are not known by others so in description, the "man with the red bandana" might be the only way people know you. Sometimes players can directly change their ITs, other times, characters will have the same IT.
TURNS
The most intensive part of this game is the fact that the turn must be rendered differently for every player. Every turn will be spoilered, and while not game-breaking or unbalanced, players are only supposed to look in their specific spoiler tag. Actions will have to be PMed, or if you're lazy, spoilered in-thread. There's likely to be an OOC thread if people want to OOC, but I'd like to ask you to not post anything OOC if the game has started.
In short, everyone gets their own spoiler tag to read. Reading another player's spoiler is on the honor system and it isn't that bad if you do, but don't.
ACTIONS AND DAMAGE
Every gun is unique. Attacking someone with a gun means you first do a vs d6 roll, where loss means you simply don't get the chance to fire, and critical loss (enemy scores 2 or higher at you) means they'll get a chance to fire back.
If you win that, you then roll a 1d12 for base accuracy. Lower rolls are misses, meaning all of your bullets fail to hit, and the higher a roll you get the more accurate you are. With a 12 and an automatic weapon, you can accurately land 5 hits. Considering most guns deal 2-3 damage a hit, that's very easily lethal.
From there, a d8 is rolled for every bullet you fired based on the d12. Arms, Legs, and Torso each share probability of getting hit, while there's a 1/8th chance your bullet will miss and a 1/8th it will be a headshot.
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Melee is nicer. Melee is 6v6, and the winner rolls a 1d8, skipping the "bullets fired" aspect.
MOVING
Every player starts with the ability to move eight spaces a turn. Two points are taken up moving over a piece of cover, you may not stop on a piece of cover, and you may not step from one piece of cover directly to another piece of cover.
Moving eight tiles and then attacking incurs a -1 penalty. You may move and attack without penalty, but you must stop within 2 tiles of your maximum movement (8 tiles of movement, stopping at 6 means no penalty. 10, stopping at 8 is no penalty.)
Reloading can be done on the move, except for in special cases such as heavy weapons or revolvers that must be reloaded with a full-turn action. Reloading is an attack action rather than a move action, and you can move the full 8 spaces and reload normally.
You can technically break up actions between moving, shooting, then moving again, however, hit-and-run tactics are generally restricted. The two cases you may fire your weapon at an enemy when you are outside your weapon's range are:
You start your turn where the enemy is too far away to hit, and move so that you can now initiate an attack. You may not fire if you begin and end your turn where your weapon cannot reach an enemy, even if your path brings you within range.
You start your turn where the enemy is within range, and move so that you can no longer initiate an attack. In these scenarios, you would fire before moving. You can move in, out, and back in, though there shouldn't be a reason for it unless there's some weird cover in your way.
Melee weapons are not part of this restriction. If two enemies attempt to melee each other, their moves are cancelled as soon as they are adjacent to their enemy, but if only one attempts a melee attack, that player may keep moving after the fact.
Doors can be moved through in one of three ways.
You can spend 2 movement points to open and close the door quietly, making no noise. Overwatch will still activate if someone was watching the door you came through.
You can spend 1 point to open the door and leave it open- this makes noise and activates overwatch.
You can spend 2 points to kick the door down, forcing it permanently open, creating tons of noise, but also breaking overwatch.
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AVAILABLE GUNS:Pistols/Sidearms:
Five-seveN,Desert Eagle,USP .45, Glock 18, Skorpion, Colt Python.
SMGs:
UMP .45,MAC-10,Vector,P90,MP7,Uzi
Assault Rifles:
FAMAS,AK47,M4A1,AUG A3,SCAR-L,G3A3,TAR-21,XM8
Shotguns:
MAG-7, Mossberg 550, Double Barrel, KSG, SPAS-12, XM1014
Sniper Rifles:
Dragunov,FN FAL, PSG-1,MSR,AWP, Barret M90
Heavy Weapons (NOT AVAILABLE TO STARTING LOADOUTS)
LSAT, M60E4, RPG-7, Light Chaingun
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Also, a quick detail about how each grouping of guns work, as you're likely going to want to know.
Pistols: Can be chosen as a primary or secondary. Able to be used in extremely close ranges, but lacking in reach and power.
SMGs: Can be chosen as a primary or a secondary. Only the MAC-10, the MP7, and the Uzi can be chosen as secondaries. Generally useful at the same ranges as pistols, with a little more reach. High ammo counts mean you won't have to reload often.
Assault Rifles: Can be chosen as primary. Fairly powerful and ammo-packed, they are useful, and have longer range. They cannot hit something quite as close up as a pistol, and some suffer from being complicated to operate.
Shotguns: Shotguns always have a set number of projectiles (usually 2-4), but are easy to get hits with and have enough power to reliably kill. They often lack heavily in range, as well as ammo.
Snipers: Long range weapons that cannot be used at short intervals. Most cannot be fired if you moved in the same turn and suffer if not used behind cover. ((Operates under overwatch rules- that one piece of armor DOES affect them)) Power is high, ammo isn't.
Heavy: Powerful. Lots of ammo ((except the RPG)), good range ((except for at close range)), and high damage as well as likelihood to fire many, many bullets. There's a reason they can't be chosen and generally aren't used.
AVAILABLE ARMOR AND EQUIPMENT:Legs
MULE- Able to store a third weapon/ an extra set of grenades (from 3 to 6)
VANGUARD- You're considered "behind cover" for purposes of overwatch.
SPRINT LEG- You get 2 extra movement a turn.
HEAVY STEP- Six points of armor- this decreases when hit based on the weapon you've been hit with.
Arms
STABLE FIRE- +1 to accuracy rolls.
WILDMAN- Melee weapons are considered armor-piercing.
FORCE BOMB- Breaching a door is considered a linear projectile attack (starts at DR6, loses a point for each tile, won't deal damage past six tiles.
HEAVY ARMS- Six armor points.
Body
BASTION- Explosions and other forms of splash damage, including grenades, don't deal damage (unless the primary target- i.e. standing on the same tile as an active hand grenade)
DEADEYE- Misdirections don't work- flashbangs and smoke grenades won't blind/hide anything.
HIVEMIND- Adrenaline doses keep the user up. You won't suffer any ill effects from damage save bleeding out and death.
RIOT PLUS-Six armor points.
WALKING TANK- Lose two movement points, gain 12 armor points. Cannot be used with SPRINT LEG.
Flashbang: Anyone within 4 spaces of the blast is deafened and blinded, within 6 are blinded, and anyone who set up overwatch and has the blast between them and their target are also blinded.
Smoke: Creates a shroud five spaces around that conceals anything in it or past it from view. Lasts 3 turns.
CS Grenade: Disorients anyone caught in the 4-space wide cloud, making it impossible for them to act in a coordinated way. Only lasts one turn.
Fragmentation Grenade: Deals DR2 damage to anything within four spaces.
Nailbomb Grenade: Deals DR2 damage to anything within three spaces, armor points don't protect vs nails.
Molotov: Sets fire to a five-space wide area for three turns. Standing in the fire causes damage over turns, being in the initial blast radius sets you alight. Neither are good.
Smart Mine: Can be placed on the floor or walls. When an enemy walks through the range of the weapon, it goes off. It does DR2 damage in three spaces. Smart Mines are not easy to spot, and therefore, are invisible to players who didn't see you place it down.
Survey Drone: Can be activated and deactivated so long as it's on the same space as it's user. Can be moved about, but it's user must not move or attack (but may be crouched behind cover.) It informs it's user on anything it can see, can spot smart mines, and give information about players it sees. It cannot attack, but can be shot down.
Collapsible Shield: Riot shield-esque item that can be used alongside a secondary. Provides 6 armor points and protects all body parts unless attacked from behind. Breaks after taking 6 or more points of damage.
Medipack: Used to treat damage. Can be used once times, takes an entire turn. Recovers 10 points of damage.
Ammunitions Box: Gives you an extra magazine for every weapon you have at the start of the game.
Seriously, read through that. You'll at least need to know the basics when the game starts.Now then, the possible game modes. I'll let anyone who creates a character make a vote on which one they want to play.Team Murderthon Two teams enter...Four versus four, players on the same team have similar ITs, color schemes, and radios that they can communicate with one another with (this is the only mode where PMing information to other players isn't frowned upon, but it should be with your team only.) Players can individually choose their weapons, armor, and equipment. The game is over when all members of a single team are dead, there are no replacement members. There may be items on the map, but there does not have to be any.
Foursome The competition heats up...Four groups of two duke it out in a mode similar to Team Murderthon. The only change is the distribution of players.
Madhouse Congratulations! You're all crazy.Eight players all fighting to be the last one standing. All other rules are the same as in Team Murderthon.
Jungle Fever You know where you are? You're in the jungle, baby!Eight players. Every player will die in 3 turns unless they consume an antidote- however, it only resets the clock. Each player starts with two doses of the antidote- one they can consume, and one that can only be consumed by the other players. To take someone else's antidote, you'll have to kill them.
Players cannot take more than one equipment.
((For clarification, at the start, you'll be alive->alive-> alive-> dead. On the start of the fourth turn, having an antidote and being able to take it will save your life.))
Death Roulette Do you feel lucky?Eight players. Everyone starts with a completely random setup- weapons, armor, and equipment. There is a chance to start with heavy weaponry.
Game Show Murdertime Funtime, anyone?Everyone starts with a combat knife, and ONLY a combat knife. You get new weapons, armor, or equipment (two items total) for every kill you get, as well as magically replenished health.
Game Show- Couples Season Awww, isn't that just the cutest thing.Everyone starts with a combat knife and a partner. Basically four two-man teams operating on the same rules as Gameshow. Magical healing is replaced with a free medkit thrown in with the loot, so that a teammate could get a kill and heal the player who needs it more. If one person in your team dies, you no longer get medkits or healing.
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Please note that the rules are being clarified every time someone makes a question that was not answered in the rules. It would be wise to re-read once the first match gets going, and if you have a gameplay related question, please ask now.