OP:
http://www.bay12forums.com/smf/index.php?topic=156348.msg6816962#msg6816962This will be a test run of the third revision of the game mechanics. We'll be playing red vs blue, single flag CTF. Each team starts from an opposite corner of the map. There is a hill in the center of the map acting as a natural defilade and sight blocker. On the summit is a flag that the teams must capture and return to their own base. This should encourage centre rushing over defensive play where you can whittle down the enemy from a fortified position.
I plan to take 4 players per team, or whoever signs up and split them into 2 teams. Roll out characters with $10,000 shopping budgets. Buy stuff from the armory.
Tactical Scenario Map:
Map size is 200m by 200m. 282m on the diagonal. Shooting across the map is long range. Your view is obstructed by the hill. The hill can also overlook the side of the map that it is facing. You do however, have a live satellite feed of your enemy's movement.
There is half-cover everywhere. Getting flanked or snuggled still negates it.
Combat Mechanics: Heavily modified ER-style RTD.
Verbatim on shooting sequences from past tests:
Scenario A: An enemy squad ambushes the player team in the flank, who shoots first?
Players can roll intuition to be alerted of the ambush
Overwatching players can roll intuition to get a first reaction shot
Players in CQB who are alerted of the ambush roll dexterity for shooting/attacking first
Scenario B: Players dismount from a vehicle to engage an enemy squad 100m from their position while under fire.
Overwatching enemy shoots first, as players must move before firing. Players under fire may roll for mind to check if suppressed.
Players return fire after moving and receiving fire.
Scenario C: Players perform CQB assault against an alert enemy.
Enemy rolls for intuition if ambushed.
Enemy rolls for dex to reaction fire. Players may still be wounded or fail suppression checks when receiving fire while assaulting.
Players roll to fire, possibly negating cover if close enough.
Melee combatants may get into snuggle range if desired.
Scenario D: Players perform CQB assault after a grenade spam.
Players roll dex to see if they drop anything on their foot.
Enemy rolls intuition and/or dex to dive for cover.
Enemy may roll intuition and pre-emptively throw their grenades before the players throw theirs. If enemy is in grenade range, then so are the players.
Said players then dive for cover, possibly negating their own grenade throws.
If assault is still possible, players rush enemy position.
Enemies able to reaction fire roll to do so.
Players fire.
Proceed to snuggle range if desired.
Scenario E: Firing into melee
Shooter rolls [-4] and hits friendlies on a miss.
Shooters may get into snuggle distance with a pistol and "melee shoot" with it without penalties for shooting into melee.
Pistols in melee can still be "blocked" by opposing melee rolls.
Scenario F: A shotgun wielding player assaults an enemy melee unit behind cover
Player enters snuggle distance rounding the corner to engage the enemy. Enemy and player snuggle in a CQB fight. Shotgun becomes a club. Or player draws a knife or pistol to do the snuggling.
Scenario G: The use of a shotgun in room clearing:
Player breaches into a room. Player puts shotgun rounds into visible targets. If player is rushed by enemy, he takes reaction shots with the shotgun at melee distance. If enemy gets into snuggle range, shotgun becomes relatively useless as a gun, and player draws his knife or pistol for snuggle work.
Firing rules:Semi and burst fire get the following number of shots/bursts:
3 at melee range
2 at short
1 at Medium and above
Firing at targets in the open: 1d6 + [skill bonus]
Firing at targets in "full" cover: 1d6 + [skill bonus] + [-4]
Full cover is cover that completely conceals most of the body. Like a good trench, wall or corner.
Firing at targets in "half" cover: 1d6 + [skill bonus] + [-2]
Half cover is any cover in the area that soldiers automatically find. It only works in one direction.
Firing at a sprinting target: 1d6 + [skill bonus] + [-target's dex]
Firing after sprinting: [-2] penalty
Suppression: [-3] to shooting and actions requiring concentration.
Spray and Pray: Unloads the magazine in the general direction of the target for [-3] for automatic weapons, [-4] for semi-automatics. There will also be a small chance to hit, especially at close distances.
Melee: [intuition] roll if ambushed.
[dex] vs [opponents' dex] for striking and dodging.
[strength] vs [opponents' strength] for binding, grappling.
Binds can force opponents into locks unless the opponent successfully disengages.
Binds prevent dodging or easy withdrawals from the melee.
Successful player in the bind scores an attack. Losing combatant rolls strength to block or dex to parry/disengage. Both blocking and parrying are just saving throws.
Hitpoints and DamageEndurance 0 humans get 100 hitpoints, representing 100 Hecajoules of trauma soaking capability.
Spitzer bullets have their damage divided by 3 on contact with flesh. Round and flat nosed bullets do their full damage. Expanding bullets *may* do their full damage.
vs flesh:
5.56 NATO does 6 damage to flesh, 20 damage to materials
7.62 NATO does 12 damage to flesh, 35 damage to materials
12.7mm NATO does 60 damage to flesh, 180 damage to materials
.45 ACP does 8 damage
00 Buckshot does 8x5 damage
9mm Parabellum does 6 damage
HK 4.6×30mm: 5 damage
Explosives are another story: energy/(4/3 PI r^3)
additions:
.44 Magnum: 20 damage to flesh and materials.
steel bayonets do around 6 damage
steel hatchets do around 12 damage
purpose built combat swords do around 20 damage
AP steel tips: negates 20 armor
AP steel core: negates 40 armor
AP tungsten core: negates 60 armor
Hollow Points: x2 flesh damage
Armor:Resistance = thicknessvalue/cos(1d90)
Overmatching vs armor not simulated.
Level IIIA kevlar: 5 hecajoules base resistance. - out of 10 rolls, 3 were above 20.
Level III Ceramic Plate/5mm RHA Steel/12mm Ceramics: 30 base resistance, 100 Ablative Hitpoints.
Level IV Ceramic Plate/10mm RHA Steel/24mm Ceramics: 40 base resistance, 200 Ablative hitpoints. - you'll take a single .50 cal round and live.
Per mm RHA steel above 10mm: 4 resistance, 20 ablative hitpoints per mm (7.84g/cm^3)
Per mm Ceramics above 24mm: 3 resistance, 15 ablative hitpoints per mm (3.84g/cm^3)
TLDR of game mechanics:The game uses a hitpoint and skill system.
Strength - strengthy things. also for weapon requirements.
Dex - rolling to dodge. Not an auto-saver. also grenade throws
Endurance - rolls to resist critical wounds, increases hitpoints
Charisma - stops riots, charms women, etc.
Mind - roll for morale checks
Fate - to see if god loves you
Intuition - for reaction checks
Engineering: Improv field fortifications and devices, etc.
Shooting: *Pew Pew Pew*
Melee: *whack*
Explosives: *boom*
Auxiliary: Driving and computers
Medical: Fixing People and Medical Malpractice
Science (Gen. Knowledge): !science! used in the meta game for dissecting aliens and stuff. But this is a pvp shakedown of game mechanics.
Points are distributed ER style.Increasing a level by +1 costs -1.
Each additional increase costs an additional -1
So, for example, increasing to a total of +3 would cost -6 (-1, then -2, then -3)
Just use this: http://parisbre56-phpexperiment.rhcloud.com/character_creation.htmlYou can take up to -4 negative levels. As per old rules, you can take 1 free level up.
Blank Character Sheet:
Name:
Strength:
Dexterity:
Endurance:
Charisma:
Mind:
Fate:
Intuition:
Engineering:
Shooting:
Melee:
Explosives:
Auxiliary:
Medical:
Science (Gen. Knowledge):
Inventory:
Also, just buy AP rounds for PVP. No collateral damage to worry about here. $10,000 shopping budget.
Armory:
Small arms:
Personal Weapons:
Ammo:
0.45 ACP $0.35 each
0.45 ACP AP $1 each
5.56 NATO $0.35 each
5.56 NATO AP $1
00 Buckshot $0.35 each
7.62 NATO $0.50 each
7.62 NATO AP $2 each
12.7mm NATO $4 each
12.7mm NATO AP $10 each
.44 Magnum: $0.50 each
.44 Magnum AP steel core: $2 each
HK 4.6×30mm AP steel core: $1 each.
Hollow points cost the same as FMJ rounds.
Magazines: $10 per stanag/box/belt
H&K Mk 23 Offensive Handgun:
Cost: 1000
Ammo: .45 ACP
Magazine: 12 rounds
Firing: Semi-automatic, 3 rounds at melee distance, 2 rounds at short range. (0) Spray and Pray at [-4] accuracy.
Range: Melee: 0 Short: -1 Medium: NA
Links: https://en.wikipedia.org/wiki/Heckler_%26_Koch_Mark_23
Requirements: None
Smith and Wesson Model 629
Cost: 1500
Ammo: .44 Magnum
Magazine: 6 round cylinder
Firing: Semi-Automatic
Range: Melee: 0 Short: -1 Medium: -2
Requirements: 2 strength to handle the recoil comfortably if shooting more than one round.
Heckler & Koch MP7
Cost: 2000
Ammo: HK 4.6×30mm
Magazine: 30 round clip
Firing: Semi-automatic (0), 3 round burst fire (-1), Spray and pray (-3)
Range: Melee: -1 Short: 0 Medium: -2
Requirements: None/-2 strength
M4A4 Carbine
Cost: 2000
Ammo: 5.56 NATO
Magazine: 30 round STANAG
Firing: Semi-automatic (0), or 3 round burst fire [-1] or Spray and pray [-3]
Range: Melee: -1 Short: 0 Medium: -1
Links: https://en.wikipedia.org/wiki/M4_carbine
Requirements: 0 strength
M1014 Benelli M4 Super 90
Cost: 3000
Ammo: 12 gauge, 00 buckshot.
Magazine: 12 rounds Internal Tube
Firing: Semi-Automatic (0) Spray and Pray at [-4] accuracy
Range: Melee: 0 Short: -1 Medium: NA
Links: https://en.wikipedia.org/wiki/Benelli_M4
Requirements: 0 strength
M14 Enhanced Battle Rifle
Cost: 3000
Ammo: 5.56 NATO
Magazine: 20 round box
Firing: Semi-automatic (0), Spray and Pray [-5]
Range: Melee: -1 Short: 0 Medium: 0 Long: -1 Extreme: -2
Links: https://en.wikipedia.org/wiki/Mk_14_Enhanced_Battle_Rifle
Requirements: 1 strength
Crew Served Weapons:
M249 SAW
Cost: 4000
Ammo: 5.56 NATO
Magazine: 100 round box
Firing: Semi-Automatic (0), Controlled 10 round Bursts [-1], 50 round long bursts [-3], Spray [-4]
Range: Melee: -2 Short: 0 Medium: -1 Long: -2 Extreme: NA
Links: https://en.wikipedia.org/wiki/M249_light_machine_gun
Requirements: 1 strength, 2 strength to sprint with it.
M240 GPMG
Cost: 6600
Ammo: 7.62 NATO
Magazine: 200 round belt
Firing: Semi-Automatic (0), Controlled 5 round Bursts [-1], 20 round long bursts [-2], Spray [-4]
Other: has to be fired prone/deployed
Range: Melee: NA Short: 0 Medium: -1 Long: -2 Extreme: -4
Links: https://en.wikipedia.org/wiki/M240_machine_gun
Requirements: 1 strength, 2 strength to sprint with it
M2 Browning HMG
Cost: 10000
Ammo: 12.7mm NATO
Magazine: 200 round belt
Firing: Semi-Automatic (0), Controlled 5 round Bursts [-1], 20 round long bursts [-2], Spray [-4]
Other: has to be fired prone/deployed
Range: Melee: NA Short: 0 Medium: -1 Long: -2 Extreme: -3
Links: https://en.wikipedia.org/wiki/M2_Browning
Requirements: 2 strength just to move it.
Explosives:
M67/M68 Fragmentation Grenade
Payload: 10g TNT equivalent
Cost: 30
Damage: Blast :400/(4/3 PI * distance^3), 95 point blank, 11 at 2m, 3.5 at 3m, shrapnel equivalent to blast damage number, 11 damage per shrapnel
Links: https://en.wikipedia.org/wiki/M67_grenade
AN-M8 White Smoke Grenade
Cost: 100
Effect: concealing White Smoke
M84 Flashbang
Cost: 150
Effect: Stun by air pressure shockwave and big light flash
M203 Grenade Launcher
Cost: 600
Range: Melee: 0 Short: 0 Medium: -1
Payload: 40mm grenade, 10g
Fragmentation Grenade/HEDP - $60
Smoke - 100
Flashbang - 150
M32 MGL
Cost: 6000
Range: Melee: 0 Short: 0 Medium: -1
Payload: 40mm grenade
AT4 Disposable Recoiless Rifle
Cost: 1500
Payload: 400g OCTOL mix, HEDP rocket
damage: Blast: 16000/(4/3 PI * distance^3) AP 160, 3819 point blank. 477 at 2m, 30 at 5m. + shrapnel, 11 damage per shrapnel
Range: Short: 0 Medium: -1 Long: NA
Requirements: 2 strength
M183 C-4 Satchel Charge Demolition Kit
Cost: 250
Payload: 9.1 Kg of C-4
M150 Penetrating Augmented Munition (PAM)
Cost: 3000
Payload: 90.72 Kg of C-4
Notes: used to destroy the kind of bridge foundations that take years to build. Or for knocking on fortress doors that won't open for your regular breaching charges.
Requirements: 4 strength to move it comfortably. 2 strength just to lift it.
You can of course lug your heavy explosives on a trolley or cargo pallet.
Door-Breaching Frame Charge
Cost: 50
Payload: 500g of C-4, shaped to bust doors.
Special Atomic Demolition Munition
Cost: ?
Payload 1-10KT tactical nukes.
Notes: Thermonuclear: Clean, no radioactive fallout, but huge shockwaves.
Logistics: Might fit into a suitcase, or a cargo pallet. Push it around.
Melee:
Fist
Damage: strength
Rifle Butts/Entrenching Tools:
Damage: Strength+6
M9 Bayonet
Cost: 300
Damage: 10
Attacks: 3 x melee skill/3
Notes: High-Quality Combat knife
Requirements: None
VTAC Tomahawk
Cost: 300
Damage: 12
Attacks: 3 x melee skill/3
Requirements: 1 strength
Longsword
Cost: 3000
Damage: 20
Attacks: 3 x melee skill/3
Requirements: 1 strength
Vehicles and Computer Systems (auxiliary):
Not used in this test, but here's what the armory has:
Technicals, Civilian Vehicles:
Requirements: 0 Auxiliary, -1 Aux can get you from point to point without crashing if there are no other difficulties.
Cost: Free/Borowed
M113 APC
Cost: 40000/Borrowed
Armor: ~10mm RHA equivalent hardened aluminium
Durability: 40 resistance, 1200 Hull
Cargo: 2 crew, 11 passengers
Hardpoints: 1 machine gun mount
Requirements: 0 Auxiliary to drive
UH-60 Blackhawk
Cost: 1000000/Borrowed
Armor: Kevlar plates
Durability : 30 Resistance, 480 Hull
Cargo: 2 Crew, 11 passengers
Hardpoints: 2 door machine gun mounts
Requirements: 1 Auxiliary to drive
Medical:
All in one first aid kits, drugs sold separately:
Cost: 1000
Morphine in a syringe: 20 per shot
Adrenalin in a syringe: 20 per shot
Hemostatics: 10 per dose per bandage
Nausea Medicine: 5 per shot - use after throwing people out of aircraft when they fail endurance rolls.
Universal antidotes: 20 per shot, contains charcoal as the main active ingredient.
Critical Wounds and medical system: WIP
Bodychart: 1d10
1-2: L/R legs
3-4: L/R arms
5-8 Hips to upper chest
9-10: neck and head.
Base chance of arterial bleeding from all wounds: 20%
Base chance of thoracic cavity punctures from chest wounds: 75%
Base chance of organ damage from chest wounds: 50%
Skeletal system damage probability: 25%?
Currently I roll d100 for bleeding severity, d100 for organ damage d100 for chest/neck wound severity, d100 for organ crits, d100 for skeletal system crits for each wound. That's after armor rolls.
Each untreated wound adds a hitpoint drain. Each critical wound adds some damage, usually 10-20 each. Past tests on this has shown that death by multiple shrapnel hits is a thing. System is mostly working as intended.
Endurance will be used to resist critical hits in this version.
Armor:
USA Army-Surplus Interceptor Armor
Cost: 1600
Level IIIA Kevlar suit, with resistance 5.
80% torso coverage with level III ceramic plates.
Protection:
5 Resistance, body to neck.
30 Resistance Chest, 80% coverage. 100 hitpoint ablation (total)
Ballistic Assault Shield
Cost: 3000
Level IV Assault shield
Protection:
40 Resistance, 200 hitpoint ablation
Requirements: 0 strength to use it 2-handed to provide cover for others, 1 strength to use it with a pistol, 2 strength to use with a sub-machine gun
1-handed shooting has (-1) aim and horrendous recoil control.
HEADS-UP
Cost: First is Free
Material: Kevlar Plate
Protection:
10 resistance, head. 10 Hitpoint Ablation
Other features:
On-Board Microcomputer
FOF identification system
Tactical Maps
Miscellaneous data storage
Tetris,
Personal video collection.