It's been well over two hundred years since they dropped the nukes and here we are. Well, you are, you're some of the last to come out of cryostasis. The robots called down nukes to 'exterminate' the human race but we were prepared and a large number of people went into cryo to wait out the radiation.
Civilization picked up after the first round of people came out of stasis. Towns were put together and things started back into the swing of things. Of course there were those who became raiders, killing for amusement and profit. Regardless we all call ourselves Wasters.
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Welcome to the wastes. As previously stated nukes were dropped and people have since come out of stasis and started rebuilding, or fighting. The mechanics we'll be using are below, if you've got questions please ask or if you'd like to see something changed.
Death, unconsciousness, and injury
There are three stages to the health of a unit. Living, Unconsciousness, and then Death. Unconsciousness results when a unit’s health reaches zero or below and the unit is knocked out and unable to act. At this point the unit can be revived and death averted. Reviving a unit with a non-medic unit gives them only minimal health where as a medic reviving another unit will result in them coming back with half of their total health.
Once unconscious there is a limited amount of time to revive them. There are ten turns to revive the unit, though after a certain threshold of negative health that time is cut in half and if their health reaches over negative ten they will die instantly. An enemy unit may execute an unconscious unit if they reach them, but this often less than advantageous for the enemy and therefore a tactic not often deployed.
Injury is a result of unconsciousness however and will result in negative injuries for the unit in question. What specific negative injury is random as the result is rolled on d100. It could be anything from reduced movement speed to accuracy penalties.
Cover reduces the chance for incoming fire to hit you. Cover comes in quarter, half and full cover which grant varying degrees of protection. As it takes fire cover will deteriorate depending on its material and the weapon being used. Flanking will also nullify the effects of cover.
Quarter cover
This is generally an object that a person can duck or stand behind. Parts of the body are generally still in view of any enemies that may be looking for you such as parts of the arms, legs, or parts of the chest and stomach. This gives any incoming fire a minus one to hit the target.
Half cover
This is any object or structure that comes up to the waist and allows a person to duck behind that will nearly cover their entire body. Generally small parts of the body will be poking out such as hands, feet, and parts of the head or chest. This gives any incoming fire a minus two to hit the target.
Full cover
This is any object that the target can stand behind and be fully covered. Nothing can be seen or is sticking out. This gives any incoming fire a minus four to hit the target.
Movement speed is how far you’re units can move in a single movement action. Movement is either in Squares or feet with squares being about five feet. The normal movement action is thirty feet, or six squares. Units have two movement actions per turn totaling up to twelve squares, though certain conditions may increase or decrease this.
Movement actions are also used to change stance and weapon and to reload. A unit’s stance can be standing, crouching, or prone and each of these have their advantages. Standing gives no penalties to movement or accuracy. Crouching halves you movement speed and provides a plus one to hit the unit’s target. Prone reduces movement speed to a single square but provides a plus three to hit the target. Switching weapons and reloading requires a singular movement action.
Initiative
Initiative is rolled at the start of round. The person with the highest number goes first. If two people have the same number they re roll to determine who goes before the other.
Combat
Combat as with everything else is taken in turns. Who moves first is determined by initiative which has already been discussed so I won’t go over it again here. What a turn in combat consist of is movement actions, attack actions, and the results of such.
Attack actions are just that, attacks. They usually consist of a unit a firing his designated weapon at the specified enemy unit. A d20 is rolled to determine if the attack hits and then damage is rolled according to the weapon and armor and penalties are factored in.
There are also limited use items such as grenades or rocket launchers. Limited use items can be used a certain number of times during combat and have varying effects. A grenade will do area damage where as a med kit will heal the target.
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Name:
Gender:
Background: (You can choose to either be a Waster or fresh out of Stasis, up to you.)
Clothes: (cosmetic mostly, excepting for bags and such which increase carrying capacity)
Armor: (increases the required roll to hit you)
Weapons: (there will be list below for you for starter weapons)
Inventory: (if it's not weapons, armor, or clothes then it goes here)
Skills: (You have twenty points to distribute into skills. Feel free to make up you're own skills, just be ready to clarify what they do if I ask please. Also, example: Mechanics would affect your capability to work with and on mechanical objects and items)
Starter Weapons
The Mouse
Description: Modeled after the old German Mauser from the second world war this weapon is favored by the soldiers of the 'New Reich'. This weapon was mass produced by them during their fledgling years this weapon is now common place in the wastes.
Clip: 8
Range: 80 Feet
Fire modes: Semi auto
Damage: 2d6
Single barrel
Description: A home made shotgun found commonly in the wastes due to how easy it is to make. The weapon is made from pretty well anything.
Clip: 1
Range: 80 feet
Fire Modes: semi auto
Damage: 5d6 with damage drop off at 60 feet to 2d6
Bat
Description: Called a bat after the old world sports instrument.
Damage: 3d8
Mortimer Special
Description: Named after the first waster to produce them the Mortimer Special is a bolt action rifle.
Clip: 3
Range: 120 feet
Fire Mode: Bolt
Damage: 4d6