Author Topic: Vulnus' Workshop  (Read 1712 times)

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RedVulnus

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Re: Vulnus' Workshop
« on: April 27, 2016, 10:00:29 pm »
*looks at Empire of Caesar* Well....that didn't work. Here, have some rules I've been working on for a strategy styled RP.


Cover
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

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 every combat and determines who moves first. Initiative is rolled for the entire squad using a d20. The turn order starts with whoever rolled the highest and goes from there. If two groups roll the same they re-roll to determine which of them goes before the other.

Armor
Armor fits into the light, medium, or heavy classes. Armor negates some damage that the unit would have taken but costs them some mobility.
Light Armor
This generally consists of light vests either made of Kevlar or designed to carry light armor plates made of thin or relatively lightweight metal or other bullet resistant materials. This armor takes off three damage but takes one square off the unit’s movement speed. This is recommended for any unit and especially any unit with sub-standard movement speed or those that rely on fast movement speed to accomplish their job.
Medium Armor
This consists of a vest designed to carry moderately heavier plates than its light counterpart and also consists of Kevlar or similar plates on the shoulders and upper legs. This armor takes off six damage but takes two squares off the unit’s movement speed. This armor is acceptable for any unit though the limited movement speed could be detrimental.
Heavy Armor
This consists of a Kevlar vest with a pouch for heavy duty armor plating designed to take a number of large caliber bullets as well as full arm and leg Kevlar plating. This armor takes off ten damage but takes four squares off the units movement speed. This armor is not recommended for units with standard movement speed.


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.

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.


Experience and Combat Traits

Experience is gained at the end of a mission for each individual unit. Once a certain amount of experience is gained the unit levels up and has increased health and a number of points to put into Combat Traits. The amount of experience required to level up increases each time however.
Combat Traits fit into several categories. These affect the capabilities of a unit, such as the long range or close-quarters capabilities. The categories are: Ranged, CQC, Fitness, and Weapons.
Ranged
This trait increases the capability of the unit to use weapons meant to be used at long to mid-range. After certain thresholds this trait increases damage with these weapons at their designated range. IE: Assault Rifles, Sniper Rifles.
CQC
This trait increases the capability of the unit to use weapons designed for close-quarters combat. After certain thresholds this trait increases damage with these weapons at their designated range. IE: Shotguns, SMGs, Pistols.
Fitness
This trait increases the overall fitness of the unit. After certain thresholds the unit gains increased health or additional movement speed at the discretion of the commander.
Weapons
This trait increases the capability of the unit with all weapons. After certain thresholds this trait allows the unit to select a specific weapon specialization, greatly increasing their capabilities with it. IE: Shotguns, Assault rifles, etc.

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A couple things might get reworked, such as the whole experience and combat traits system, but for right now this is what I've got and I'd actually really appreciate some thoughts on these.

 

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