Looking for 4 players. 2/4 atm. Final deadline for mech entry shall be Thursday the 24th of July 2508(2008).
After seeing so many RP games here, i decided to come with a fairly simple game. Mechs blowing each other up. Can you look over it please and give some
constructive critism please. Warning! Warning! Wall of TEXT inbound. Take COVER!
Ok, here's the game.
Description- You are a pilot. A pilot of a mutherfuggin' massive mech. You have entered an arena to defend the honour of your clan. Defend it well, or die without honour.
Please fill this out.
Name of your pilot-
Name of your mech-
STR-
TOU-
AGI-
Body HP- (20 + (Tou x 5))
Cockpit HP- (2 + Tou)
Weapons:
Countermeasures:
Speed: (4+AGI)
How it works.You have 3 stats.
Strength,
Toughness and
Agility.
Strength; this will be your mechs ability to hurt the other players. This includes the weapon numbers and strength.
Toughness; this will be the mechs ability not to die as fast as the others. This includes HP and all accessories, like ECM's (Electronic countermeasures) etc.
Agility; this will be the pilots ability not to be hit by the other players. This includes both speed and dodging.
A deeper explanation of
STRENGTH. Every level you take will allow you one extra weapon, be it melee or ranged or an increase in power. (See example below). You can have as little or as many weapons (1 being minimum and the str level being maximum) as you want. Say you had lvl 4 strength you could have 4 power rating (PR) 1 weapons. Or 1 PR 4 weapon. The damage increments go as follows.
Ranged.
PR 1- 1D6. (R)
PR 2 -2D4. (R)
PR 3 -2D6. (R)
PR 4 -2D6+1D4. (R)
PR 5 -2D6+2D4. (R)
Melee.
PR 1- 2D6.
PR 2 -4D4.
PR 3 -4D6.
PR 4 -4D6+2D4
PR 5 -4D6+4D4.
Differences between ranged and melee.
Ranged: lets you shoot from afar. There are many different types of weapons. Each with their own advantages and disadvantages.
Lasers (Range: Line of Sight. Damage: -1D2 per shot. Advantages: Opponents get a 5% dodge reduction. Disadvantages: Takes a full turn to reload.).
Autocannons (Range: 4 Hex's Damage: Normal. Disadvantages: None.)
Missiles (Range: Line of Sight. Damage: +1d6 per shot. Disadvantages: opponent gets 35% dodge bonus.)
Cannons (Range: 7 Hex's. Damage +2d6 per shot. Disadvantages: 2 turns to reload, opponent gets 5% dodge bonus.)
Sniper gun (Range: Line of sight. Damage: Normal. 15% increased chance of getting a head-shot. Disadvantages. Minimum range of 2 Hex's)
Melee: Close quaters attacking. You have to be BESIDE the opponent. Your weapon can be used once per turn. PR is doubled per level for melee weapons. The chance of causing a headshot is increased by 10%. While attacking in CQB (Close quarter combat) all defence mechanisms are disabled, including extra HP. If defending in CQB, only Shields and Combat shields are active. Every mech is equipped with a small basic weapon, which does a 1D4 damage.
Level 5
STRENGTH - Alpha strike, allows you to fire ALL weapons in one turn with no next turn consequences. Can only be used once per game. Ranged weapon powers can be used in close combat. Melee weapon powers can't be used in ranged alpha strikes.
A deeper explanation of
TOUGHNESS. You have a base HP of 20. Every level you take in TOU will increase your HP by 5. (See example below). And every TWO levels you take will allow you one extra special bonus defences mechanism. It can be one any listed here:
Force field - (Adds ((TOU/2)*5) Rounded down HP.)
Energy cloak - (Ranged weapons cannot lock onto your mech for the next turn. Weapons do 1/4 damage when used. And gives the opponents an extra 30% to dodge. Once used it has a two turn cool down.).
Shield - (2 damage reduction to melee damage attacks).
Combat shield - (+33% chance of dodging the melee attack.)
You get countermeasures at level 1, 3 and 5.
Toughness in relation to dodging. (-3% per level, -6% at lvl 5)
The bigger your mech, the easier it's going to be hit right? Well, for every toughness level you take you get a -3% bonus to dodging. And at the final Level 5 you lose 6% to the dodge bonus.
Level 5
TOUGHNESS gives you a reinforced battle steel cockpit. Will allow you to survive one head-shot (Instant kills) per game. Any more and you shall die.
Health- Your mech has two sets of health stats. Body health and cockpit health. Your body health will be calculated as 20(Base HP) + (TOU x 5)HP. You cockpit health meanwhile has a base of 2 + TOU. If your cockpit is attacked (a random percentile will determine if it is the cockpit thats attacked) and destroyed, your mech dies along with the pilot.
Once your mech reaches 50% of your original starting HP your mech will start to lose some movement ability (-1 movement )
Once your mech reaches 35% of your original starting HP your mech will start to lose more movement ability, lose countermeasure effectiveness and some weapon damage. (-2 movement and -10% damage, Countermeasures are at 50% effectiveness.)
Once it hits 20% of original HP there will be a significant loss of movement along with weapon damage and the loss of countermeasure components. (-4 movement and -25% damage All countermeasures inactive)
If it hits 10% (Your kinda screwed here) you lose all movement ability and weapon damage is reduced significantly. (No movement, -60% weapon damage.)
If it reaches 0% HP, I will roll to see if your mech explodes or just powers down. Hopefully not the former
I may edit this to make it more complex at a later date, with individual damaged components. (arms, legs, torso etc.)
A deeper explanation of
AGILITY. Every level you take in AGI will increase your base speed and the chance of you being able to dodge enemy attacks.
Speed has a base of 4 hex's per turn. Every level increases the mechs movement by 1 hex's per turn.
Dodging is the ability to avoid incoming ranged and melee attacks. Your mech has a 20% base chance of dodging attacks. Every level increase gives you higher chance to dodge an enemies attack by an extra 5%.
Movement- Every turn you can move up to your maximum movement (4+AGI level). A turn in any direction costs one movement point, for example (See below), you start at 0101, facing towards 0201. You then turn to 01-02, that costs 1 movement point. A move in a said direction also costs a movement point.
Level 5
AGILITY allows the use of speed boosters (2 extra movement and a 10% dodge increase for that turn. Can only be used 2 times per game).
You have 7 points to spend between the 3 attributes. 5 being the maximum and costing two points to go from level 4 to 5. You all start with one in each.
THE TURN. You state what you do with each. (Example below)
Movement: You can move during this phase. This effects this turn.
Attack: You can attack during this phase. This effects this turn. I (Nilocy) roll up the attacks and defences and give the result.
Defense: You can use a countermeasure or dodge during this phase. This effects the next turn.
Ok, heres an example. Pilot A. tells his mech to move 4 hexs from 0513 to 0712. This cost 3 movement points as he was facing that direction in the first place. This pilot can now see Mech B who is at 0410. He turns to face him costing two movement points. He decides to shoot him and does x amount of damage. And decides to activate his energy cloak.
Heres another thing if forgot, I'm going to have to underline this whole bit for clarification about it. The turn process is similtanious. Meaning everything happens at the same time. So you don't need to worry about aiming at someone where you think they'll be going.Combat mechanics.Combat in this game is decided randomly based on a dice roll and modified by your attributes.
In this game, weapons always hit if you shoot at the opponent. (Unless they have an energy cloak of course.)
Attack - The damage done to an opponent mech is calculated by weapon power of your gun and their defensive abillities (Countermeasures and Dodge)
An example without countermeasures.
Ranged:
Mech A. has a lvl 1 autocannon. Mech B. has 30HP (2 Toughness and 3 Agility). Mech A declares that he shoots Mech B. Mech B gets no modfiers to dodging or soaking any of the damage (As autocannons have no disadvantages or give the opponents any dodge bonuses). Mech B then rolls his dodge bonus which is calculated by adding the base dodge, 20% + 3x5% = 35% dodge. But then we have to take off his toughness level. 35% - 2x3% = 29%. I(Nilocy/GM) then roll for dodging, and if the D100 lands on or within 1-29 you dodge the attack. Causing no damage to Mech B.
Alternatively if the attack does hit. I then roll for the chance that it hits the head, a small chance but still there, 5% to hit the head (with the sniper gun its 20%). If the head gets hit and destroyed, well your dead. Simple as. If it doesn't the the attack damage moves onto body. And the corrisponding HP is taken off.
If countermeasures are used in ranged combat, such as the energy cloak, you just add the corrisponding modifiers before damage is done. (1/4 damage to weapons next round, but you cant get hit by any ranged weapons next round.)
Melee: Is slightly different. When you elect a target for a melee attack you have to be within one hex of the target. I shall use an example to demostrate. Mech A. has a lightening whip (Just a name, doesn't really mean much ingame), at PR 1. Mech B. has a combat shield, Level 5 Toughness and 2 Agility and 45HP. His dodge is (20% + 10%) - (5x3% (+3% extra as its level 5.) = 18%) = 12% dodge. But because he has a combat shield he has an extra 33% to dodge melee attacks. Bringing it to a grand total of 45% dodge.
If the attack does hit, Melee weapons do damage as normal but also get a 10% increase to head-shots.
The same rules apply to dodging here, but in retaliation the defending mech (Mech B.) gets a reaction attack with his basic weapon. The same rules then apply to Mech A. whose just attacked, going through the dodging phase.
Hope this makes it clear how the attacking system works. If this mechanic doesn't work then I'll modify it sometime.
I might consider putting in an experiance system at some later date, but as of the moment ill leave it be with the current stats.
An example-
Name of your pilot- Nilocy (Doesn't have to be your forum name can be anything)
Name of your mech- Advent (Doesn't have to be your forum name can be anything)
Str- 3 (Base 1 +1+1 = 2points spent)
Tou- 4 (Base 1 +1+1+1 = 3points spent)
Agi- 3 (Base 1 +1+1 = 2points spent)
In total 7 points spent
Body HP = 20 + (4x5) = 40HP
Cockpit HP = (2 + Tou) = 6HP
Weapons: 2. Energy sword (Melee) PR 1, Auto cannon (Auto cannon) PR 2
Countermeasures: Force field and combat shield.
Ok, so my Advent is fairly strong, has alot of toughness and is fairly fast.
Now, you can choose to put the points anywhere ok? It doesn't matter, well it will when it comes to killing.
Heres the map.
Black lines are Walls, you can't move or shoot through them, you can how ever shoot at them and try to blow the to bits to make yourself a path. Blue X's are the starting points of the mechs. Yellow Lines are the arena entrances (I'm leaving their destructability up to you.)
Mech and their pilots so far.
Aqizzar.
Pilot - Aqizzar al-Azrad
Mech - Hakar's Cannon
STR - 5 (5 points)
TOU - 1 (0 points)
AGI - 3 (2 points)
Body HP- 25
Cockpit HP- 2
Weapons - 2 Cannon PR4; Missiles PR1
Countermeasure - Energy Cloak (Needs Rules Clarification)
Shad0wDump
Pilot-super dork
Mech-Stratos
Str- 2
Tou- 2
Agi- 5
30 body HP
4 head HP
weapons 1-'plinker'(sniper) PR2
countermeasure-combat shield
rickvoid
Name of your pilot- Rick Void
Name of your mech- OutCast
STR- 4 (1+3)
TOU- 3 (1+2)
AGI- 3 (1+2)
Body HP- (20 + (3 x 5))= 35
Cockpit HP- (2 + 3)= 5
Weapons: 2; Power Fist (Melee) PR1 (2d6), Cannon (Ranged) PR3 (2d6)
Countermeasures: Force Field ((3/2)*5=7.5 HP)(+7 HP), Combat Shield (+33% Dodge Melee)
Speed: (4+3)= 7
Dodge (Melee, Ranged) Base: 20%+(3*5%)= 35%
Dodge (Melee)= 35%-6%(2*-3%)+33%(Combat Shield)= 62%
Dodge (Ranged)= 35%-6%= 29%