IC thread for Players of Sortie 1 is here!
At 0030 hours, USMC Research Facility "Dante" on Mars' moon, Phobos, notified USMCID of anomalous gravimetric readings.
At 0035 hours, USMEC Research Facility "Dante" has stopped responding to the incoming communications.
At 0120 hours, the main military complex "Abaddon" on Mars itself, has stopped responding to our communications as well.
At 0155 hours, the Commscenter, located 35 miles southeast from Abaddon, has sent a distrect call, mentioning 'beastly demons', 'things from beyond' and 'death and destruction'.
At 0156 hours, the Commscenter itself also went silent.
All contact with USMC facilities on Mars has thus been lost. No human-made signal has been received since then by USMC Intelligence Directorate.
You and your squadmates are thus being sent on Priority Red mission. Your Drop-Pod will arrive there at 0600 hours today.
You are to inflitrate Commscenter, survey the situation, locate and rescue any survivors, recover research data, and eradicate whatever 'demons' that might be roaming the Commscenter.
Success of your mission will dictate whether USMC is able to counter the unknown threat and begin recovery operations for Abaddon and Phobos.
Good luck.
WHAT IS THIS GAME:
Basically a DOOM(RL)-like forum squad game.
You go in, murder few/some/many/legions of demons, and succeed in defeating the ~GREAT EVIL~ at the bottom of Commscenter.
At least, that's the plan!
WHO ARE PLAYERS:
Name (username):
Max Health: 100
Starting Perk: You get 1 BASIC perk.
Equipment (15 slots max): 1 Weapon of choice (not UNCOMMON/RARE), 1 Small Medkit, 3 Weapons/Items that are not in UNCOMMON/RARE category (Every Weapon chosen comes will Ammo fully loaded)
Relations: Family members, marines you like, other beloved ones. People you look up to meeting again once you return from Commscenter.
Backstory: How did you get to USMCID (United Space Marine Corps Intelligence Directorate), or at least, how did you get yourself into this
highly suicidal slightly unusual, Priority Red mission.
GAME PROGRESS:
Players arrive at Commscenter and traverse Rooms.
Inside Rooms, there can (and most probably, will) be enemies, or lootboxes, or other things worthy of note.
Goal of each Chapter is to find the Elevator room, and descend to another level of Commscenter, all the way to Level 13.
At the end of each Chapter, every Player still alive can choose 1 additional Perk from Perk list.
COMBAT AND TURNS:
Each Combat starts with Players declaring their Actions.
Then they're resolved, and the Enemies perform their Actions.
Players always start first, unless specified by Room's gimmick and/or Enemy skill (both equally rare).
An Action can be:
Attacking an Enemy with Weapon
Scanning (something) with Handscanner
Reloading currently equipped Weapon
Switch currently equipped Weapon
Use an Item on self/ally
Interact with Door/Terminal/Lockbox
Equip/Take off an Armor (are you crazy or what?)
HIT, EVASION, DAMAGE:
Attack Formula: Base 80 + Hit bonuses from Perks/Weapons - Enemy Evasion
Damage Formula: Weapon Damage + Bonuses from Perks + other Bonuses - Enemy Armor
WEAPON ALTS:
Alts are Alternative Attacks. They provide a different method of using the Weapon.
You must specify that you're using a weapon's Alt; otherwise, a normal attack is used.
ARMOR AND DAMAGE REDUCTION:
Each Armor reduces Damage by certain amount - the Damage reduced instead lower the Armor's Durability.
Armor can be repaired with Armor Shards as long as it has at least 1 Durability left.
When Armor's Durability falls to 0 or below, it is irreversibly destroyed and cannot be repaired.
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This is in no way a complete rules file. New things will probably get added as we play.
Useables:
Pistol Cardridge:
6 Pistol Ammo
Shotgun Shellbox:
20 Shotgun Ammo
Machinegun Cardridge:
12 Machinegun Ammo
Chaingun Belt: (UNCOMMON)
40 Chaingun Ammo
Energy Battery: (UNCOMMON)
10 Energy Ammo
Energy Battery+: (UNCOMMON)
100 Energy Ammo
Small Medkit:
20 Health restoration
Big Medkit: (UNCOMMON)
50 Health restoration
Handscanner:
Scan Enemies, Terminals, Gates, Lockboxes for info
Armor Shard: (UNCOMMON)
Restores 10 Durability of Armor
Armors:
Greensmen Armor:
Reduces all damage by 1
15/15 Durability
Bluelite Armor: (UNCOMMON)
Reduces all damage by 2
Further reduces Energy damage by 1
40/40 Durability
Full Kevlar Jacket: (UNCOMMON)
Reduces all damage by 1
Further reduces Bullet damage by 1
30/30 Durability
Cera-Plate ARmor: (UNCOMMON)
Reduces all damage by 1
Further reduces Incendiary damage by 3
40/40 Durability
Redguard Armor: (RARE)
Reduces all damage by 4
Further reduces Incendiary damage by 1
100/100 Durability
Blackops Armor: (RARE)
Reduces all damage by 2
+10 Evasion
50/50 Durability
Cyberfiber Armor: (RARE)
Reduces all damage by 2
-/- Durability
Power Armor: (RARE)
Reduces all damage by 1
Further reduces Energy damage by 2
Further reduces Incendiary damage by 4
+5 Evasion
100/100 Durability
Base Perks:
Eagle Eye (1-5):
+5 Hit
Hellrunner (1-5):
+3 Evasion
Ironman (1-5):
+10 Maximum Health
Shottyman (1-4):
+1 to Damage with Shotguns
Son of a Gun (1-4):
+1 to Damage and +3 to Hit when using Pistols
Son of a Marine (1-3):
+1 to all Damage
Steelskin (1-3):
-1 to all Damage received
Technical (1-5):
Boosts effect of Armor Shards, Small Medkits and Big Medkits you use by 30%
Triggerhappy (1-4):
+1 Attack with Machineguns/Chainguns
Advanced Perks:
Beeflord (Ironman 3, Steelskin 1) (1-3):
+15 Maximum Health, -1 to Incendiary&Energy Damage received
Beltman (Triggerhappy 3) (1-2):
-1 Ammo consumed when using Machineguns/Chainguns
Finesse (Hellrunner 3) (1-3):
Starts Combat with 1 additional Action, +5 Evasion
Gunslinger (Eagle Eye 1, Son of a Gun 3) (1-2):
Can use two Pistols simultaneously, +8 Hit when using Pistols
Hit'n'Run (Eagler Eye 2, Hellrunner 2) (1-2):
After Attacking, +10 Evasion until next Turn
Wolverine (Ironman 1, Son of a Marine 2, Hellrunner 1) (1-2):
Regenerates 1 Health per Combat Turn, 5 Health between Rooms
Reloadmaster (Shottyman 3) (1-2):
Auto-reloads 1 Shotgun Ammo after using Shotguns
Pistol:
Type: [Pistol]
Damage: 1d6 bullet
6/6 Pistol Ammo
Alt: -
Special: -
Plasma Pistol:
Type: [Pistol] (UNCOMMON)
Damage: 3d4+1 energy
Ammo: 20/20 Energy Battery
Alt: 2x Damage for quadruple Ammo consumption
Special: -
Blaster:
Type: [Pistol] (RARE)
Damage: 2d6+2 incendiary
Ammo: 6/6 Pistol Ammo
Alt: -
Special: +5 Hit
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Shotgun:
Type: [Shotgun]
Damage: 3d4 bullet
Ammo: 1/1 Shotgun Ammo
Alt: -
Special: 33% for 1d4 damage to other enemies
Tactical Shotgun:
Type: [Shotgun] (UNCOMMON)
Damage: 3d4 bullet
Ammo: 5/5 Shotgun Ammo
Alt: -
Special: +3 Hit
Special: 33% for 1d4 damage to other enemies
Double Shotgun:
Type: [Shotgun] (UNCOMMON)
Damage: 3d4 bullet
Ammo: 2/2 Shotgun Ammo
Alt: Double attack for -5 Hit
Special: 33% for 1d4 damage to other enemies
Elephantgun:
Type: [Shotgun] (UNCOMMON)
Damage: 3d4+1 bullet
Ammo: 1/1 Shotgun Ammo
Alt: -
Special: 75% for 1d4+1 damage to other enemies
Plasma Shotgun:
Type: [Shotgun] (RARE)
Damage: 4d4+1 energy
Ammo: 20/20 Energy Battery
Alt: 2x Damage for quadruple Ammo consumption
Special: 33% for 1d4+1 damage to other enemies
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Machinegun:
Type: [Machinegun]
Damage: 2d4 bullet
Ammo: 12/12 Machinegun Ammo
Alt: Double attack for -10 Hit
Special: +3 Hit
Special: Fires 3x per attack
Chaingun:
Type: [Machinegun]
Damage: 2d4 bullet (UNCOMMON)
Ammo: 30/30 Chaingun Ammo
Alt: Double attack for -10 Hit
Special: Fires 3x per attack
Chain Plasma:
Type: [Machinegun]
Damage: 2d4+1 energy (RARE)
Ammo: 20/20 Energy Battery
Alt: 2x Damage for quadruple Ammo consumption
Special: +8 Hit
Special: Fires 3x per attack
1st Sortie:1. Derran (Doomblade187) Still alive!
2. Kyle Johnson (kj1225) Still alive!
3. Keith Robertson (King Zultan) Still alive!
4. Alfred Saleworth (Khan Boyzitbig) Still alive!