Mechanics Testing for Only War - Syrian War Flavoured HomebrewKey Stats:Scale: D100
Strength
Dexterity
Endurance
Willpower/Mind
Intuition/Perception
Charisma
Engineering
Shooting
Melee
Explosives
Vehicle Operation & Technology
Medical
Combat Sequence:Pre-Combat: Determine initiative, surprise effects, turn order.
Actions:- Divided into Full and half actions.
Movement:Move/Run/Maneuver
Half or full Action to move a distance or advance to cover
Charge
Charges into melee
Disengage
Withdraws from melee or from a position under fire
Shooting Preparation:Aim - Full or Half
+20 or +10 to shooting
Brace
- Prepared heavy weapons for firing
Reload
- Half action for most small arms
- Full action for machine guns, box magazines
- Extended action for other heavy weapons Like AGLs, Mortars, RPGs
Shooting:Standard Shot:
Ordinary +10 to ranged skill
Semi-Auto Burst:
+0 to ranged skill
1+1d(ranged skill/20) hit rolls, rounded up
Full-Auto Burst:
-10 to ranged skill
1d(ranged skill/10)x CyclicROF per 0.1s hits
Called Shot vs Body Part
-20 to ranged skill
-declares a body part to target
Suppressive Fire:
Semi or Full-Auto Burst
Triple Ammo Expenditure (with same number of hit rolls)
Suppression:
All hits on target:
+0 pinning check
From Suppressive Fire:
-10 Pinning check from semi-auto
-20 Pinning check from Full-auto
-0 on a miss
Melee:
Grapple:
- Break Free
- Slip Free
- Gain Control
Grapple from Dominance:
- Damage Opponent
- Throw Down / Takedown
- Push
- Ready/Use Item
- Stand
Feint:
- Makes an opposed weapon skill test
- On success, next standard melee attack cannot be evaded
Parry/Dodge
- Roll to Dodge at +0 difficulty before modifiers
Rapid Melee Attacks:
- 1 + 1d(melee skill/20) attacks at -10 difficulty
Standard Melee Attack
- +10 difficulty
Combat Modifiers:Range:
In thy face: +30
Short Range: +10
Long Range: -10
Extreme Range: -30
Darkness/Fog: -20 to melee/-30 to shooting
Difficult Terrain: -10
Hazardous Terrain: -30
Prone Targets:
-15 to hit with Range except at point blank, + 10 to hit at melee -20 to roll to dodge rolls from prone (if not in cover)
Unaware Targets: +30 to hit
Disoriented Targets, not quite stunned: +20 to hit
Disoriented Attacker: -20
Pinned: Takes half actions only, -20 to shooting. +0 will check to remove at end of turn (free action)
Fatigue: -10 to all rolls per degree of severity
Many on one: +10 bonus for 2 on 1 melees, + 20 for 3 on 1s or more
Cover:
No evasion rolls, concealed body parts are protected by cover's armor values
Light wood, safety glass, piles of junk: 25 AC
Sandbags, trees: 50AC
Concrete pillars, barricades: 100 AC
Other cover invulnerable to small arms (tanks, armored barricades, reinforced bulkheads)
Weapon Stoppages
Base 5% chance per shot, requires shooting skill check to clear
HitpointsBase Human: 100hp
Well-Fed Combat Conditioned Human: 250hp
Armor:
Armor Ratings for Personal Armor
Level 1 NIJ: 3 AC
Level 2A NIJ: 5 AC
Level 2 NIJ: 10 AC
level 3A NIJ: 20 AC
Level 3 Plate: 50 AC / 2.5mm RHA / 10 mm Ceramics
Level 4 Plate: 100 AC / 5mm RHA / 20 mm Ceramics
Personal Armor Benchmarks for Ablation:
Light soft armor: 50hp
Dense soft armor: 100hp
Body plates: 100hp per plate
Vehicle Benchmarks:
M113 APC: 5000
Armor: 15mm RHA = 300 AC
T-54 Battle Tank: 14400
Armor:
RHA ratings:120/100/60 Hull 205/130/60 Turret
2400/2000/1200 , 4100/2600/1200 AC
Armor on hit:Most Personal Armors:
On Penetration: Damage - AC applied to squishy human inside. (Damage-AC)/3 for Spitzer rounds, divisor vs flesh targets is applied last.
Non-Penetration: Damage/2 applied to armor's hitpoint
Vehicles:
Partial Penetration: Thickness 2-10x Damage/5 Applied to armor hitpoints
Deflection: Thickness>10x - No damage
Composite Armor (M1 Abrams): Damage/10 Applied to Armor Hitpoints on non-penetration
Armory:Ballistic Weapons:Light Pistol:
Damage: 2
Magazine: 20
High Velocity Pistol: (5.7mm, 9mm +p+)
Damage: 6
Heavy Pistol:
Damage:10
Magazine: 20
High Velocity Heavy Pistol: (0.45 caliber)
Damage: 16
SMG Cyclic ROF: 900 (FN-P90, MP5), 600 (UMP)
Magnum Pistol: (0.50 caliber)
Damage: 40
Low Impulse Assault Rifle (5.56x45 NATO, 5.56x39 Warsaw)
Damage: 18/3
Cyclic ROF: 600(AK Family) 900(M4 family)
Magazine: 30 (rifles) / 100 round SAW Box
Squad Automatic Weapon MG for Assault Rifle Caliber:
Drawbacks: Must be braced to fire/-30 from hip
Can use 100 round box magazines
Heavy Assault Rifle/Battle Rifle (7.62x51/39)
Damage: 36/3
Magazine: 20
Rifle Drawbacks: -10 for semi-auto bursts, -30 for full-auto bursts if shooting unbraced
General Purpose Machine Gun for Battle Rifle Caliber
Drawbacks: Must be braced to fire/ -50 from hip
Can use 100 round boxes, 250 round belts
Sniper's Magnum (.338 Lapua)
Damage: 69/3
Magazine: 5
Anti-Materiel(0.50 BMG)
Damage: 200/3
Magazine: 5 (rifles) / 100 round box / 250 round MG belt
-50 for unbraced-shooting rifles
Heavy Machine Gun
Drawbacks: Must be braced to fire, no exceptions
Can use 100 round box / 250 round belts
Anti-Tank (20mm)
Damage: 500
90mm Anti-tank
Damage: 3600
120mm APFSDS
Damage: 297000
ExplosivesBlast Energy per gram of TNT: 42 (4200 joules)
Base divisor vs vehicle armor: 100
Divisor: 4xPi*r^3
for r++
12.567
100.536
339.33
804.288
1570.875
2714.472
4310.481
6434.304
9161.343
12567
16726.677
21715.776
27609.699
34483.848
42413.625
51474.432
61741.671
73290.744
86197.053
100536
116382.987
133813.416
152902.689
173726.208
196359.375
220877.592
247356.261
275870.784
306496.563
339309
r=50 1570875
r=100 12567000
r=200 100536000
Average number of fragments produced by a hand grenade: 1200
Hit probabilities (per target): 1200/(12.567*distance in meters^3)
Filling: 120g TNT
Raw Blast Damage: 7560 (frag grenades don't kill this way)
Damage Per Shrapnel: 1-43 (M67)
Shrapnel Probabilities based on 1200 shrapnel
95.5 at 1m
11.9 at 2m
3.54 at 3m
1.49 at 4m
0.76 at 5m
0.44 at 6m
0.28 at 7m
0.18 at 8m
0.13 at 9m
0.09 at 10m
0.070 at 11m
0.055 at 12m
0.043 at 13m
0.034 at 14m
0.028 at 15m
Average number of fragments produced by a 155mm HE shell: 2000
Filling: 5.74Kg TNT
Raw Blast Damage: 241080
Damage Per Shrapnel: 1-43
Shrapnel Probability tables:
159.1469722
19.89337153
5.894332305
2.486671441
1.273175778
0.736791538
0.463985342
0.31083393
0.218308604
0.159146972
0.119569476
0.092098942
0.072438312
0.057998168
0.047154658
0.038854241
0.032393033
0.027288575
0.023202649
0.019893372
Other rockets and missiles:
RPG-7
Payload:
PG-7VL - 730g shaped charge, 500mm RHA penetration
PG-7VR - Tandem charge, 730mm RHA Penetration
Range: 200m effective 920m maximum
Similar systems:
RPG 29 500m effective range, 800m with fire control nit
AT-4
Payload - 440g shaped charge, 400mm PHA penetration
SMAW
600mm RHA Penetration
Estimated Payload: 600g
Javelin
range: 4750m
800mm RHA Penetration
Estimated Payload: 600g
Air to Ground 70mm rockets, M200 rocket pods
Payload: 2.7Kg of explosives
Basic Hellfire missile
Payload: 8Kg
Tomahawk Cruise missile
Payload: 450Kg
SCUD missile
Payload: 985Kg
Hellfire Antitank/PARS-3LR
Payload 9Kg Shaped Charge
TOW
Payload: 6Kg Shaped Charge
MLRS Artillery Rockets
Payload ~20Kg
Melee WeaponsMelee damage: 1dx+strength bonus where x=average kinetic energy in hecajoulesx10
combat knife/bayonet:
Damage: 1D6+str/10
Advantages: +100% more attacks on rapid strikes
Improvised hatchet/shovel/handaxe
Damage: 1D10 +str/10
Advantages: +50% more attacks on rapid strikes
Functional Sword
Damage: 1D10 + 3 + str/10
Advantages: Ripostes on successful parry
Medical Tables:Base chance to hit body parts:
Head: 20%
Torso 40%
Arms: 10%*2
Legs: 10%*2
Critical Hit tables:
All critical wounds have a stacking chance of occurring. A single bullet wound can score several critical conditions at once.
All:
Bleeding/Punctures:
6hp/s blood loss from smaller wounds
12hp/s from larger wounds
100% probability once epidermis is penetrated by foreign objects
Bone damage:
20% probability
Fractures: -10 per level of severity to dexterity checks and strength uses
Can be stopped by endurance rolls
Musculatory System Damage:
25% Probability:
Tears and Sprains -10 per level of severity to dexterity checks and strength uses
Can be stopped by endurance rolls
Head Area:
Arterial Damage:
- 40% probability
- 60hp/turn, very lethal, requires immediate medical attention (probably still lethal)
- loss of consciousness within seconds
- Time remaining conscious can be extended by endurance rolls
Spinal Damage:
- 20% probability
- causes Paralysis Instantly
- 50 damage, single time
Skull damage
- 25% chance of lower skull, damage to jaw, cheeks, nose,
- 25% chance neck
- Penalties to strength, dex if hit in the neck, else, damage is superficial
- 50% chance of upper skull, damage
Brain Splat
- Must be hit in the upper skull AND a Spinal hit is scored
- Instant loss of consciousness on penetration into the brain cavity
- Small Caliber bullets in the brain are survivable
General Hemorrhage:
- 30% chance of occuring if Arterial Damage does not score
- 12hp/turn from blood loss
Torso Area
Arterial Damage:
- 20% probability
- 30hp/turn from blood loss
- chest wounds have an easier time clotting, even with profuse bleeding
Spinal Damage:
- 10% probability
- causes Paralysis Instantly
- 50 damage, single time
Cavity Decompression:
- 40% Probability
- 20hp/turn trauma damage and suffocation
- Damage can be halved by endurance roll
Organ Damage:
- 25% Probability
- 12hp/turn from Hemorrhage
- Chance of toxic shock at GM's Discretion (ruptured stomachs, liver, kidneys, intestines)
- further 20% chance of a heart shot for instadeath
General Hemorrhage:
- 50% chance
- 12hp/turn from blood loss
- Can be stopped by endurance roll.
Limbs:
Arterial Damage:
- 20% probability
- 30hp/turn from blood loss
- Can be bound up more easily than similar wounds on other parts of the body
Central Nervous System Damage:
- 5% probability
- Causes Paralysis Instantly
- 20 damage, single time
All other superficial wounds are skeletal and musculatory and are rolled as per above.
Attacking Sequence Examples:The Sequence in Principle
1. Attacker makes modified rolls
2. Defender makes evasive rolls
3. Hit Location is determined on Body Tables
4. Effects of Cover is determined if hit location is in cover
5. Damage is determined to the victim and victim's equipment. Critical Hits are determined from body/medical tables
6. Victim takes suppression and morale checks
Example 1:Taliban Fighter Mr Muhammad Shoots John Smith with a Magnum Sniper Rifle at 400m. Shooting Skill of 50. He has been taking aim from his double-loop hideout trap. John Smith is in a trench and aware of the incoming fire. John Smith has a dexterity of 50. Only John Smith's Head and 50% of his arms are exposed.
1a. Apply -10 for long range, +10 for Ordinary shot +20 for prior aim action for a total of 70.
1b. Mr Muhammad shoots with 70% probability.
2. If John Smith wishes, he gives up his cover to make a dodge at 50% probability. He does not take a pinning check if he succeeds.
3. We roll on the body table to determine where John Smith is hit.
[94]
In this case, the shot is at his right leg, which is covered by a trench. The Sniper Rifle round doesn't penetrate, and John Smith is safe. He takes a +0 pinning check because the shot was on target.
3b.
[5]
John Smith gets unlucky and gets smacked right in the face with a Sniper Rifle bullet
50% of John Smith's (upper) head is covered by a Steel Helmet AC 100, HP 100
If it hits his helmet, the lead ball round doesn't penetrate. It deals 69/2 = 35 damage to his helmet, reducing its hitpoints to 65/100
If it hits his unprotected lower face, it smacks into flesh for 69/3 = 23 raw damage and rolls for criticals:
12hp/turn is applied to blood coming out from the hole in his face
We roll for muscular damage just for the hang of it. [64] Nothing happens
We roll for Arterial Damage: [9] Blood is gushing out from an artery in John Smith's head.
We roll for Central Nervous System Damage : [3] John's spinal column is cut and he is paralyzed from the head down.
We roll for other hemorrhage: [61] No other injuries from internal bleeding.
If John was conscious he would take a +0 pinning check to his Willpower stat. Assume it's 50. We roll [14]. John would get pinned down after being hit. If he were conscious enough to care about such things.
Hitpoints: If John had 250 hitpoints, we would apply raw damage of 23 + 12 bleeding + 60 arterial bleeding, 50 one time Central Nervous System damage for a total of 145. He takes 12+60=72 damage per turn from his wounds. He is paralyzed from the head from having his spine cut. He will bleed out in 2 turns, and his organs are probably going to fail from not having a spinal connection at all.
Todo list:
Explosives and other items
Test Scenario:You are a company strength element from an ERRANT mercenary group at the third Battle of Fallujah on 22 May 2016. In the first part of the attack, you must cross the Euphrates River and secure a foothold in the edges of the built up area of the city. The city perimeter is fortified and heavily defended. Allied strength is about 14,000 against an enemy strength of about 4,000. Tanks and mortars were used, but air support and heavy artillery were not (Because of civilian hostages). The battle ended in a close-quarters bloodbath for both sides.
You represent the officers and specialists within your mercenary company. Accompanying you will be a number of grunts for you to order around that will act as comrades/meatshields in the infantry meatgrinder.
Map of the battle from 22 to 23 May 2016:
Map as shown by Google:
https://www.google.com/maps/@33.3112789,43.8242901,12.25zCharacter Sheets:
Name:
Bio:
Distribute 200 points with a minimum of 20 per item in:
Strength:Dexterity:Endurance:Willpower/Mind:Intuition/Perception:Charisma:Then distribute 200 points with a minimum of 20 per item in:
Engineering:Shooting:Melee:Explosives:Vehicle Operation & Technology:Medical:Desired Equipment:
(just ask for whatever you want within an infantry company budget - which typically averages out to $10,000 per man, with more spent on heavy weapons and special equipment)