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Dont delete this im trying to do something/set som

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Death no More
Kasrkin Seath
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Dont delete this im trying to do something/set som Empty Dont delete this im trying to do something/set som

Post by Kasrkin Seath Fri Jun 26, 2009 7:00 pm

Base Racial Statistics
HUMANS
Strength -4
Dexterity - 4
Constitution - 4
Intelligence - 8

HP - 20
Base Action Points - 2
Base Skills - Human Equipment Proficiency, Human Weapon Proficiency

Starting Equipment - AR-27, SI Uniform, SI Vest, SI Shoulder Pads, SI Long Boots, Combat Knife, HG-1

HUSKY
Strength -6
Dexterity - 6
Constitution - 6
Intelligence - 8

HP - 30
Base Action Points - 1
Base Skills - Husky Equipment Proficiency, Husky Weapon Proficiency

Starting Equipment - Clothing, Weapon: pick 2(Crude Blade, Spear, Flashstick)
----

AR-27
Standard Issue Assault Rifle

Shots per attack – 3
Hit – d5 (Decomp of 15)
Critical - 1
AP – 3
Damage - 1d10
Suppression - 5%
Special – N/A

The AR-27 is the Standard weapon, and almost every soldier carries one. They are moderately powerful, with good accuracy and rate of fire. In the hands of several inexperienced soldiers, these weapons can produce a machinegun like hail of bullets. In the hands of a skilled marksman, this common weapon becomes as deadly as a sniper rifle.

Weight – 8 lbs.

Associated Skills –
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Assault Rifle Mastery (+1 to Hit)
Marksmanship (+1 to Hit, critical of 2)

AR-31 RF
Rapid-Fire Assault Rifle

Shots per attack – 5
Hit – d3 (Decomp of 10)
Critical – 1
AP – 2
Damage – 1d8
Suppression – 5%
Special – N/A

The AR-32 is a variant of the AR-27, made to unleash a higher volume of fire, but at a cost of Accuracy and Power.

Weight – 8 lbs.

Associated Skills –
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Assault Rifle Mastery (+1 to Hit)
Marksmanship (+1 to Hit, critical of 2)

SR – 5
Standard Sniper Rifle

Shots per attack – 2
Hit – d3 (Decomp of 30)
Critical – 2
AP – 4
Damage – 4d6
Suppression – 20%
Special – 1d4, 1 causes bleed of 1d4 for 1d6. Can target a limb.

This Bolt-Action Sniper Rifle packs a large punch in a small package, and is capable of firing several rounds per turn and still hitting targets. While not the most powerful sniper rifle, it’s light weight and rate of fire make it a valuable asset in the hands of a skilled rifleman or new sniper.

Weight – 12 lbs.

Associated Skills –
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Sniper Rifle Proficiency (+2 to Hit)
Marksmanship (+2 to Hit, critical of 3)

SR – 7
High Power Sniper Rifle

Shots per attack – 1
Hit – d4
Critical – 2
AP – 5
Damage – 6d6
Suppression – 35%
Special – 1d4, 1 causes bleed of 1d4 for 1d6. Can target a limb.

This High powered .50 cal sniper rifle packs a punch at a range and with an accuracy not found in any other weapon system.

Weight – 16 lbs.

Associated Skills –
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
Sniper Rifle Proficiency (+2 to Hit, required to use)
Marksmanship (+2 to Hit, critical of 3)


LMG – 15
Squad Automatic Weapon

Shots per attack – 7
Hit – d2 (Decomp of 10)
Critical – 1
AP – 2
Damage – 1d10
Suppression – 5%
Special – N/A

The Squad Automatic Weapon is as close to an actual ‘machine gun’ as you can get without actually having one. Capable of laying down large amounts of fire without the disadvantages of Heavy Weapons makes it a valuable asset.

Weight – 20 lbs.

Associated Skills –
Human Weapon Proficiency (+2 to Hit)
Assault Rifle Proficiency (+1 to Hit)
SAW Proficiency (+1 to Hit)

HMG – 32
Heavy Machine Gun

Shots per attack – 7
Hit – d2 (Decomp of 15)
Critical – 1
AP – 3
Damage – 2d6
Suppression – 5%
Special – N/A

The Heavy Machine Gun is a SAW on steroids. Capable of laying down large amounts of fire with large and powerful rounds, it is effective at both killing and suppressing enemies, and at a range further away than that of a SAW. The drawback is, of course, the weight and size of the weapon. The weapon must be deployed, which takes a turn. When deployed the HMG is stationary, but adds an extra AF to the user.

Weight – 45 lbs.

Associated Skills –
Human Weapon Proficiency (+2 to Hit)
Heavy Weapons Proficiency (+1 to Hit)
Machinegun Proficiency (+2 to Hit)

HW – 9
35mm Autocannon

Shots per attack – 2
Hit – d3 (Decomp of 15)
Critical – 1
AP – 6
Damage – 8d6
Suppression – 20%
Special – Successful hits on limbs sever them.

The Autocannon is the big apple of them all. This heavy weapon is capable of unleashing fire unlike any other weapon fielded by an infantryman and has the Armor Penetration and power to destroy even light vehicles. The drawbacks of the Autocannon are staggering however. It is extremely heavy and takes a long time to deploy. This weapon must be deployed, which takes 3 turns. Once Deployed, it is stationary, but adds an Extra AF to the user.

Weight – 110 lbs.

Associated Skills –
Human Weapon Proficiency (+2 to Hit)
Heavy Weapons Proficiency (+1 to Hit)
Autocannon Proficiency (+2 to Hit, required to use)


Last edited by Kasrkin Seath on Sat Jun 27, 2009 11:10 am; edited 1 time in total
Kasrkin Seath
Kasrkin Seath
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Post by Death no More Fri Jun 26, 2009 9:11 pm

Random weapon stats FTW
Death no More
Death no More
Lord's Personal Minion

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Post by Gauz Fri Jun 26, 2009 9:24 pm

Uhhh..

Microsoft Word?
Gauz
Gauz
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Post by Kasrkin Seath Fri Jun 26, 2009 9:41 pm

yesses
Kasrkin Seath
Kasrkin Seath
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Post by JB Fri Jun 26, 2009 10:28 pm

I got some upgrade Ideas saved on my other comp, ill send em to ya when I can get to em.
JB
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Post by capn qwerty Sat Jun 27, 2009 6:34 am

Is this for a game?
capn qwerty
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Post by JB Sat Jun 27, 2009 7:41 am

yeah, its kinda like DnD and WH40K mixed in a sense.
There's two main races, humans, and war huskies. Each of them having their own classes, weapons, and upgrades. Seath just kinda started it and I'm "attempting" to help him.
JB
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Post by Kasrkin Seath Sat Jun 27, 2009 9:41 am

Yeah, outta the blue I made a random combat system. I was watching the news when it all happened.... lol, anyways jake pretty much explained it.

I think I have got a map system figured outm but it would involve some big images time to time
Kasrkin Seath
Kasrkin Seath
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Post by tiny tim Sat Jun 27, 2009 11:50 am

i would like to helpzorz!

tiny tim
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Post by Death no More Sat Jun 27, 2009 11:54 am

Kasrkin Seath wrote:Yeah, outta the blue I made a random combat system. I was watching the news when it all happened.... lol, anyways jake pretty much explained it.

I think I have got a map system figured outm but it would involve some big images time to time
Sounds fun, cant wait to play it Very Happy
Death no More
Death no More
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Post by Kasrkin Seath Sat Jun 27, 2009 12:01 pm

tiny tim wrote:i would like to helpzorz!
umm... okay
Kasrkin Seath
Kasrkin Seath
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Post by Kasrkin Seath Wed Jul 01, 2009 3:02 pm

Ima a use a new post for vehicles

LBT
Light Battle Tank

Size - 4x2
AF - 5
Speed - 10
Weaponry -
Turret Mounted Autocannon
Turret Mounted Heavy Machine Gun
Front Mounted Heavy Machine Gun
HP - 65
Kasrkin Seath
Kasrkin Seath
The Law

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Post by Kasrkin Seath Wed Jul 01, 2009 8:53 pm

just kinda putting everything in this thread

Combat –

Combat plays a major role, and comes in two forms, melee and ranged combat. Both melee and ranged combat share many aspects, but differ as well. To completely cover both will mean going over the specific rules for both.

First however, the move rules must be established.

Movement –

Each player can move a specific amount of squares per turn. This amount is determined as one square per dexterity point. That means someone with six points of dexterity can move six squares per turn.

Movement is good and continually moving is essential for survival as well as killing your enemies as you maneuver to suppress and kill them; movement does incur penalties, however.

If you move during a turn that you also attack using ranged weaponry, there is a -2 penalty to the Hit Roll.
You cannot move through the squares adjacent to an enemy. Doing so will stop you as soon as you enter the 'Field of control' of that unit. You can leave the field the next turn or move through it one square per turn.

Ranged Combat –

First off….
Each ranged weapon has a specific list of stats.

Shots per attack – How many attack rolls will occur per turn when using this weapon.

Hit – A twelve-sided die is rolled to determine whether a weapon hits or not. If it rolls the number or lower, it hits.
*Decomp = Number of squares until the Hit Roll decreases by 1)

Critical – what number is rolled to incur a critical hit, which does full damage regardless of all other factors

AP – The level of Armor Piercing. To do any damage, the area hit must have an AF equal or lower. If the weapon pierces the armor, the AF decreases damage equivalent to its level. I.E. AF of three subtracts three damage.

Damage – how much damage the weapon incurs assuming it passes all previous rolls.

Suppression – How much suppression is applied to a target when used, regardless of whether it hits or not.

All of these factors play major roles, and will determine how the attack roll turns out.
1. Hit Roll
Once a target has been selected, the hit role will occur.

2. Location Roll
A location roll determines where the target is hit. A twelve-sided die is rolled. 1-8 is a main body hit, 9-10 legs. 11-12 arms

3. AP Check
The AF of the hit area is checked. If higher than AP, attack is not effective. If it is equal or lower, the attack is effected.

4. Special Factor Check
If hit in legs, 1d4 with a 1 or 2 incurs a Slow (1/2 speed) penalty on the target until cured.
If hit in arms, 1d4 with a 1 causes disarmament.

5. Damage Roll
The Damage Roll occurs. The AP of hit area is subtracted and then damage is applied to target.

6. Special Effects
The Special Effect and if it occurs is determine on a specific basis. See the actual effect for more information.



Melee Combat –
In a sense, Melee combat is simpler compared to ranged combat, but is just as complex in its own way.
Each Melee weapon has a specific list of stats. These are vital to understanding the weapon and its capabilities.


Hit – A twelve-sided die is rolled to determine whether a weapon hits or not. If it rolls the number or lower, it hits.

Critical – what number is rolled to incur a critical hit, which does full damage regardless of all other factors

AP – The level of Armor Piercing. To do any damage, the area hit must have an AF equal or lower. If the weapon pierces the armor, the AF decreases damage equivalent to its level. I.E. AF of three subtracts three damage.

Damage – how much damage the weapon incurs assuming it passes all previous rolls.

Now, onto actual combat.
Keep in mind that engaging an enemy in melee keeps them from engaging in ranged combat on any other targets. They must engage the attacker or move away.

1. Hit Roll
Once a target has been selected, the hit role will occur. If it passes, the defender makes a 1d4 block roll, a 1 blocks the attack altogether (critical’s bypass the block roll)

2 Location Roll
A location roll determines where the target is hit. A twelve-sided die is rolled. 1-8 is a main body hit, 9-10 legs. 11-12 arms

3. AP Check
The AF of the hit area is checked. If higher than AP, attack is not effective. If it is equal or lower, the attack is effected.

4. Special Factor Check
If hit in legs, 1d4 with a 1 or 2 incurs a Slow (1/2 speed) penalty on the target until cured.
If hit in arms, 1d4 with a 1 causes disarmament.

5. Damage Roll
The Damage Roll occurs. The AP of hit area is subtracted and then damage is applied to target.

6. Special Effects
The Special Effect and if it occurs is determine on a specific basis. See the actual effect for more information.










Armor – Armor plays a huge role in combat. It can stop weapons from causing major damage to your person, and even stop damage altogether. The downside is of course the Weight.

Armor is applied to specific areas of the body. I.E. If you have Leg armor but not chest armor, if you get hit in the chest that armor will not do a damn thing, you are gonna take the damage and you will take all of it.

The areas of the body which armor can be applied to are as follows

Head
Body (Chest, Back)
Arms
Legs

SI Armor – AF of 3
Head – 4 lbs.
Body - 35 lbs.
Arms – 10 lbs.
Legs – 15 lbs.
Kasrkin Seath
Kasrkin Seath
The Law

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Post by Kasrkin Seath Thu Jul 02, 2009 7:14 pm

TEST MAP
http://seathhwf.deviantart.com/art/Test-Map-1-128083419

Hills - it cost 2 move points to move up one but 0 to move down one.

Shallow Water(light blue) - costs two points to move through, -2 to Hit Roll

Deep Water(Dark Blue) cannot be moved through.

Brown = Bridge - functions like normal terrain but can be destroyed with Missile Launcher or Mortars.

Sandbags - Light cover, enemies suffer a -2 to hit when firing through this.

Trench(Sandbag with some brown) - Medium Cover, enemies suffer a -4 to hit, but occupants suffer a -1 on Hit Rolls

Concrete(Gray) cannot be fired through.
Kasrkin Seath
Kasrkin Seath
The Law

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Post by Kasrkin Seath Thu Jul 02, 2009 10:58 pm

LOOKING FOR TESTERS
If ya are interested just say so.
Kasrkin Seath
Kasrkin Seath
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Post by Kasrkin Seath Thu Jul 09, 2009 5:37 pm

RELATED TO A DOOM VARIANT
--------------------
AMMO TYPES / DAMAGE

Melee(base) - 2
Melee(Small) - 8
Melee(Large) - 15
Melee(Small Blade) - 6
Melee(Blade) - 8
Melee(Large Blade) - 12
Chainsaw - 6
===
Bullet - 3
High Caliber Bullet - 6
Shell(Shot) - Fires 8 Bullets
Shell(Slug) - 35
Shell(Grenade) - 30, AoE1 15
Rocket - 60, AoE1 30
Grenade - 30, AoE1 25
Plasma - 9, Dissapate(1/3 every 10 squares)
BFG - 120, AoE1 80, AoE2 60, AoE3-6 40
===
Fireball - 15
Large Fireball - 25
Hell Knight Ranged - 40
Ball Lightning - 40
Dark Energy - 30
Fire Column - 50


WEAPONS / AMMO / RATE OF FIRE / EFFECTS / ACCURACY / DECOMP

Fist - Melee(base), 1, N/A
Item - Melee(small), 1, Interrupt
Heavy Item/Large Item - Melee(Large), 1/2, Knockback
Knife - Melee(Small Blade), 2, N/A
Combat Knife - Melee (Blade), 2, N/A
Sword - Melee(Large Blade), 2, Interrupt
Axe - Melee(Large Blade), 1, Knockback
Chainsaw - Chainsaw, 4, Interrupt

Pistol - Bullet, 2, Interrupt, 3, 5
Magnum - High Caliber Bullet, 2, Knockback, 3, 5
Shotgun - Shells, 1, Interrupt/Knockback/Interrupt, 5, 5
Combat Shotgun - Shells(X2), 1/2, Interrupt/Knockback, 4, 5
Rifle - High Caliber Bullet, 1, Knockback, 6, 15
Assault Rifle - Bullet, 3, Interrupt, 5, 15
Machine Gun - Bullet, 6, Interrupt, 4, 10
Chaingun - Bullet/High Caliber Bullet, 8, Interrupt/Knockback, 3, 10
Rocket Launcher - Rocket, 1/2, Knockback, 4, 10
Plasma Rifle - Plasma, 8, Knockback, 5, 10
BFG 9000 - BFG, 1/3, Interrupt, 6, 10
Kasrkin Seath
Kasrkin Seath
The Law

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Post by capn qwerty Fri Jul 10, 2009 9:53 am

Rofl, BFG 9000 Very Happy
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Post by Kasrkin Seath Fri Jul 10, 2009 9:58 am

DAMAGE VALUES SCRAPPED FOR TRUE DOOM VALUES, that puts the BFG between 100-800 damage per hit Smile
Kasrkin Seath
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