GIJOE FILECARD

Discussion in 'Your Shitty Projects' started by MrGask, Apr 27, 2012.

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  1. MrGask

    MrGask
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    #FreeGask

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    It is raining, I am bored, I found a box of my old GIJOE toys.

    I have started making an RPG/Skirmish game for 3&3/4'' GIJoe figs. It is called Filecard, and will hopefully be like the old GIJoe comics/cartoon, only with more people dying all the time.

    Basic game concepts are Sequencing (the order actions are resolved), Exclusive/Inclusive actions (what actions can be performed while also performing other actions), Target Numbers (the number that must be equaled or beat to perform an action), Opposed/Unopposed tests (whether or not your opponent gets to roll to try and stop your action).

    Characters will be defined by six Statistics (Agility, Body, Courage, Mental, Speed, Strength), and multiple Primary, Secondary, and Qualified Military Operational Specialties. Characters also will gain Special Abilities depending on their Stats.
    Name: James “Destro” Mccullen
    Primary M.O.S. Weapons Manufacturer, Tactics
    Secondary M.O.S. Intelligence, Strategy, Small Arms, Martial Arts, Heavy Weapons
    Qualification(s) All

    Agility: 10
    Body: 9
    Courage: 10
    Mental: 10
    Speed: 7
    Strength: 4

    Move=2xSpeed: 14’’ Sequence=Speed: 7 Wounds=Body: 9

    Weapon(s):
    Grenade Pistol x2
    Combat Shotgun

    Extra Gear:


    Special Ability(ies):
    Jump(Agility 8+)-May jump 2x height or 6x length instead of the normal measure.
    Gymnast(Agility 10)-Only takes half damage from falls. May free climb at a rate=Speed’’.
    Resilient(Body 8+)-May recover 1 wound at the end of a round on a 7+.
    Determined(Courage 8+)-May ignore Pinning by instead subjecting themselves to Crossing Fire.
    Quick Study(Mental 8+)-May use any MOS at a rank of Qualified, rather than Novice.
    Genius(Mental 10)-Able to out think most opponents, add -5 to all enemy rolls on opposed Mental tests.
    Tactician(Mental and Agility 8+)-Gains Tactics Primary MOS.
    Spry(Courage and Agility 8+)-May retest for Pinning.
    Hard Target(Body and Agility 8+)-Adds +1 to all armor worn.

    Immobile(Body and Courage 8+)-May retest of Knockdown.

    Mens Sana(Body and Mental 8+)-May retest for Psychology.

    Inspiring(Mental and Courage 8+)-May also roll for Tactics/Strategy if others possess it, rather than only one person rolling or no roll.

    Armor: Flak Jacket (3), Helmet (3)

    Characters are rated 1-10 on their Stats, rolling 1d10 six times to generate a number set which they can then assign to the desired Stats on a one to one basis. They pick a Primary and Secondary MOS, and can earn more (as well as Qualifications) through experience later in the game.
    Unless earned by Special Ability, a character may only ever have one Primary MOS, though they may have multiple Secondary MOS or Qualifications.
     
  2. MrGask

    MrGask
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    #FreeGask

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    Movement
    Ground
    Movement is classified as either Running or Walking. Running is equal to two times the Speed statistic. Walking is equal to the Speed statistic.

    Difficult Ground-Defined as terrain the presents a significant difficulty to move over/through. Examples include, but are not limited to: thick forest, uneven terrain, loose terrain, shallow water, etc…
    A character may not Run over Difficult ground, without first making an Agility roll. A failed roll means the character falls and is placed prone at the point they entered the Difficult ground.
    Dangerous Ground-Defined as terrain that presents a clear danger when moving over/through. Examples include, but are not limited to: ice shelves, destroyed vehicles, swamps, irradiated environments, etc…
    A character may never Run over dangerous ground, and may only Walk over it by first making an Agility roll. A failed roll subjects the character to the effects of the dangerous ground.
    Flight
    Movement is classified as either Assisted or Unassisted. Assisted flight includes any powered flight (jetpack, hot air balloon, etc…), and is dictated by the Speed of the device doing the assisting. Unassisted flight is everything else (gliding, natural flight such as wings, etc…), and is done at a rate equal to the average of Strength and Agility.
    Flight requires the Pilot MOS for Assisted Flight, or the Special Services MOS for Unassisted Flight.

    Swimming
    Movement is done at a rate equal to the average of Strength and Agility. A character may “sprint” swim by adding their Speed to their movement rate, but may only do this for a number of consecutive rounds equal to half their Body, and must wait 12 rounds between each “sprint.”
    Swimming requires the Special Services MOS. Swimming may only be done in water deeper than a characters waist, and must be done in water deeper than a character’s head.
    Climbing
    Movement is classified as either Free or Tethered. Free Climbing is just as it sounds, and is done at a rate equal to half Strength. Tethered Climbing is done with the assistance of ropes, pitons, etc… and is done at a rate equal to the average of Speed and Agility. Climbing requires the Special Services MOS.
     
  3. MrGask

    MrGask
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    #FreeGask

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    Character Creation
    Each character has 100-(Ag+Bo+Co+Me+Sp+St) in points
    to spend on MOS and Gear.
    Statistics
    Each Stat is rated 1-10, with 10 being the best. To generate​
    a new character, roll d10 six times and assign the numbers​
    as the player sees fit. As an option, female characters​
    may take a -1 penalty to either Body or Strength in​
    exchange for a +1 bonus on either Agility or Speed.​
    Assigned Statistics
    Agility-This Stat represents a character’s physical flexibility, as well as manual dexterity.
    Body-This Stat represents a character’s physical durability and well being, as well as stamina.
    Courage-This Stat represents a character’s fortitude, self discipline, and mental well being.
    Mental-This Stat represents a character’s mental abilities; such as logic, intuition, memory, and problem solving.
    Speed-This Stat represents a character’s physical and mental quickness.
    Strength-This Stat represents a character’s physical power, and the ability to apply it effectively.
    Derived Statistics
    Sequence-This is the order the character(s) will act in a round, with the high number going first. Ties in Sequencing are considered to happen concurrently. It is equal to Speed.
    Movement-This is the characters normal running movement, expressed in inches. It is equal to Speedx2.
    Wounds-This is the amount of Damage a character may sustain before they are Reduced. It is equal to Body.
    Special Abilities
    When a character is gifted or develops​
    unusually highor low Stats, they are​
    given additional abilities. These​
    abilities supersede all other rules.​
    AGILITY
    Stiff(Agility<4)-May only Run or use Special Services MOS on a roll of 6+.
    Jump(Agility 8+)-May jump 2x height or 6x length instead of the normal measure.
    Gymnast(Agility 10)-Only takes half damage from falls. May free climb at a rate=Speed’’.

    BODY
    Milquetoast(Body<4)-May not “sprint” swim, and halves Endurance. Poison and Disease affect the character in half the normal time.
    Resilient(Body 8+)-May recover 1 wound at the end of a round on a 7+.
    Invulnerable(Body 10)-May recover 1 wound at the end of a round on a 7+, or 2 wounds​
    on a 9+.
    COURAGE
    Yella’(Courage<4)-May not move toward enemy if they are in LoS.
    Determined
    (Courage 8+)-May ignore Pinning by instead subjecting themselves to an additional Crossing Fire.
    Unbreakable(Courage 10)-Never has to check for morale or psychology.

    MENTAL
    Short Bus(Mental<4)-May never chose Primanry or Secondary MOS linked to Mental.
    Quick Study(Mental 8+)-May use any MOS at a rank of Qualified, rather than Novice.
    Genius(Mental 10)-Able to outthink most opponents, add +5 to all enemy TN on opposed Mental tests.

    SPEED
    Duck(Speed<4)-May not Oppose ambush, may not use Full Defense.
    Dash(Speed 8+)-May move at 2x speed if does not shoot.
    Lightning Reflexes(Speed 10)-May sequence twice in a round.

    STRENGTH
    Weakling(Strength<4)-May not Free Climb, Close Combat may only ever deal 1 damage.
    Beefy(Strength 8+)-May use Heavy Weapons, may use rifles one handed.
    Retard Strength(Strength 10)-Double close combat damage. Add +2 to all Subdual rolls.
    COMBINATION
    These Special Abilities are dependent​
    on high scores in multiple Stats.​
    Hurl(Strength and Agility 8+)-May throw subdued opponents Strength in Inches.
    Dodge(Speed and Agility 8+)-May evade close combat attacks on a roll of 7+.
    Tactician(Mental and Agility 8+)-Gains Tactics Primary MOS.
    Spry(Courage and Agility 8+)-May retest for Pinning.
    Hard Target(Body and Agility 8+)-Adds +1 to all armor worn.
    Immobile(Body and Courage 8+)-May retest of Knockdown.
    Inspiring(Mental and Courage 8+)-May also roll for Tactics/Strategy if others possess it, rather than only one person rolling or no roll.
    Acuity(Mental and Speed 8+)-May reroll Surprise (either as Ambush or Reaction).
    Mind Block(Mental and Strength 8+)-May not be Broken during Interrogation. May not be Brainwashed.
    Hard Charger(Speed and Courage 8+)-May ignore Pinning if Running that round.
    Tackle(Speed and Strength 8+)-May Run and still initiate Close Combat.
    Heroic Act(Strength and Courage 8+)-May take Damage due a friendly character within Move in place of that character. The armor rating of the character using Heroic Act is used to calculate damage.
    Mens Sana(Body and Mental 8+)-May retest for Psychology.
    Quick Healing(Body and Speed 8+)-Only takes Permanent Damage on a roll of 9+, instead of 7+.
    Corpore Sano(Body and Strength 8+)-Gains the Special Services Secondary MOS.



    Military Operational Specialties
    Each MOS is linked to a Statistic, and uses that Stat as a​
    bonus when being used. Each MOS has a set cost during​
    character creation, shown in parenthesis. MOS marked with​
    either an I or D are Intensive and Dedicated respectively. ​
    Intensive MOS are the only MOS allowed in their category​
    (so for instance, a character could not have both Martial Arts,​
    and Rifles Secondary MOS). Dedicated MOS must be​
    chosen as Primary MOS, no other type it allowed.​

    All MOS are rated as either Primary, Secondary, Qualified, or Novice. Primary MOS are all considered Intensive, and add -2 when being used. Secondary MOS add -1 when being used. Qualified MOS are used with no bonus/negative. Novice MOS add +3 when being used.
    AGILITY
    Hand Weapons(25)-Governs the use of archaic hand weapons such as all types of bows, swords, etc…
    Heavy Weapons(30)-Governs the use of Missile Launchers, Machine Guns, Mortars, etc…
    Unarmed(25)-Governs attacks made while unarmed, or with improvised weapons.
    Rifles(30)-Governs the use of all types of rifles, from an AK47(assault) to a Bird Gun (shotgun).
    Small Arms(30)-Governs the use and basic maintenance of pistols, sub-machine guns, machine pistols, and similar weapons.
    BODY
    Special Services(20)I-Governs the implementation of various combat specialties, such as infiltration, survival skills, overland navigation, climbing, swimming, etc… USNAVY SEALs, Green Berets, Spetnaz, etc…

    COURAGE
    Animal Handling(25)D-Governs the basic care and command of a specific group of animals. So one would have Animal Handling-Dogs, or Animal Handling-Birds, for example.
    Medic(30)I-Governs the diagnosis and treatment of injuries and aliments.
    Sabotage(35)-Governs the disruption of communications, supply lines, etc… Also governs the use and preparation of explosives.
    MENTAL
    Armorer(25)-Governs the modification and advanced maintenance of a type of weapon. For example: Small Arms Amorer would govern the modification and advanced maintenance of pistols, sub-machine guns, etc…Hand Weapon Amorer would govern the modification and advanced maintenance of archaic weapons such as the katana, crossbow, pole arm, etc…
    Bio/Chemical Warfare(30)-Governs the use and preparation of chemical and biological agents.
    Combat Computer Technology(25)-Governs the use and basic maintenance of combat computer systems, such as RADAR, AEGIS, powered armor, or similar systems.
    Communications Specialist(25)-Governs the use and basic maintenance of communications systems, be they digital or analog in nature.
    Cryptography(20)-Governs the coding and decoding of signals and messages, be they digital or analog in nature.
    Intelligence(25)-Governs the gathering and use of information.
    Weapons Manufacturer(35)D-Governs the production and/or procurement of all types of weapons, from space based laser cannon to bio-engineered flu virus.
    Psychological Warfare(20)-Governs the ability to affect the “hearts and minds” of the enemy, for better or worse. Involves both overt and covert propaganda campaigns, as well as interrogation and brainwashing.
    Strategy(30)-Governs the preparation and implementation of combat operations at the brigade level or higher.
    Tactics(30)-Governs the implementation of combat strategies at the squad or platoon level.

    SPEED
    Martial Arts(40)I-Governs attacks made with a variety of styles, encompassing the same range of skills as both the Unarmed and Hand Weapons M.O.S.s.
    Pilot(25)-Governs the use and basic maintenance of a type of vehicle. For instance: Helicopter Pilot, would allow the use of any helicopter type craft, Truck Pilot would allow the use of any truck type vehicle, etc... Also governs the use of any vehicle weapons systems.

    STRENGTH
    Infantry(60)I-Governs the use of the skills encompassed by the Small Arms, Rifles, and Unarmed M.O.S.s.
     
  4. MrGask

    MrGask
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    Combat
    Close Combat
    Close Combat encompasses any combat done within a couple meters of a foe. This includes all martial arts, as well as point blank shooting. Anytime two characters are within 4’’ of each other, they are considered to be in Close Combat. Damage from Close Combat is resolved normally (so Armor subtracts its rating from Damage). Close Combat is an Exclusive action.

    Option Stike-If a character begins their turn within 4’’ of an enemy, and then attempts to do anything other than fight said enemy in Close Combat, said enemy may make an Unopposed attack on that character.

    Unarmed combat uses the Unarmed MOS, and is an opposed test between all involved combatants. Winner of the test may strike each combatant, but must divide their damage between multiple opponents. Damage is equal to one quarter Strength, rounded up.

    Ex. Road Pig has the Unarmed MOS and wishes to fight both Lady Jae and Barbeque in Close Combat. Lady Jae has the Unarmed MOS, but Barbeque does not. After the rolls are made, Road pig scores a 14 (roll of 8, plus his 6 Agility), Lady Jae scores a 12 (roll of 4 plus her 8 Agility) and Barbeque scores a 10 (roll of 6 plus his 7 Agility, -3 for no MOS).
    Road Pig may strike both opponents, but must divide his Damage of 6 between them. Road Pig decides to deal 4 Damage (in order to pierce his Armor) to Barbeque, and 2 Damage to Lady Jae.

    Armed Combat uses the Hand Weapons MOS (even if it would normally use another, such as a rifle fired at point blank), and is an opposed test between all involved combatants. The winner of the test may strike each combatant, but must divide their Damage between them. Damage is determined by weapon type.
    Close Combat is an Opposed Test, so normally has no target number (use TN10 if needed). Cover is typically not considered in Close Combat, although Close Combat that takes place in Difficult Terrain is done at a -1.

    Subdual-Sometimes a character will want to attack and incapacitate an enemy without causing damage, this is called Subdual. A Close Combat attack is made as normal, but instead of the winner scoring damage, they may elect to Subdue instead, which does no damage, but renders the opponent unable to perform any action other than Break (see below). Once an opponent is Subdued, the character may use their next action to either Force, KO, Hold, or Extradite (see below).

    Break-Character writhes and struggles in an effort to break free. Use either Agility or Strength in an Opposed test against Strength.
    Force-Character uses leverage to force opponent to move to their will. Use Strength or Agility in an Opposed test against Body. Winner may move up to half Speed in any direction, while maintaining Subdual.
    KO-Character attempts to render the enemy unconscious. Use Strength in an Opposed test against Body.
    Hold-Character maintains Subdual.
    Extradite-Character shoves opponent down and breaks from combat. Roll Speed in an Opposed test against Mental. Winner may move up to Walk away without being subject to Option Strike.

    Close Combat Modifiers
    (all modifiers cumulative except for outnumbering)​
    Point Blank Shooting -2
    Outnumbered 2:1 -1
    Outnumbered 3:1 -2
    Outnumbered 4:1 or more -4
    Superior Position +1
    Opponent Prone (only applies in single combat) +2
    Superior Reach +1
    Multiple Opponents +1 each
     
  5. MrGask

    MrGask
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    #FreeGask

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    Shooting
    All shooting is done in one of the following modes; Single Shot, Semi-Automatic, Burst Fire, and/or Full Automatic.
    Single Shot and Full Automatic fire are Exclusive actions. Semi-Automatic, and Burst Fire are Inclusive actions, Burst Fire uses 3 ammo, and Full Automatic uses 3-15 ammo.
    Single Shot
    In this mode, a weapon fires once before it must be cycled, reloaded, etc… This is the slowest method of fire, and is an Exclusive action. . Single Shot mode uses 1 Ammo.
    Semi-Automatic
    In this mode, the weapon cycles automatically, and may be fired again immediately. Semi-Automatic fire uses 1 Ammo, and generates 1 Recoil. This is an Inclusive action.
    Burst Fire
    In this mode, a weapon fires a short, sustained stream of bullets is rapid succession. Burst Fire uses 3 Ammo, generates 3 Recoil, and adds +1 Penetration/+2 Damage. Burst Fire is an Inclusive action.
    Full Automatic
    In this mode, the weapon fires as long as the trigger is depressed, and the ammo holds out. Full Automatic uses 3-15 ammo, generates recoil equal to ammo used, and adds Damage equal to the ammo used -1, as well as +2 Penetration. Generally, only weapons firing in Full Automatic mode may use Suppressive Fire, and/or Crossing Fire.
    Shooting may target multiple opponents, but must expend at least 1 ammo per target, and divide all damage between the targets (although a targeted enemy may be assigned no damage). All targets of a particular shot, regardless of mode, must be declared before rolling to hit. Shooting is an Unopposed Test. The Base Target Number for shooting is 10, modified as follows;

    Shooting Modifiers
    (all modifiers cumulative except for cover)​
    Target Moving +1
    Target Soft Cover(quarter) +1
    Target Soft Cover(half) +2
    Target Prone +2
    Target Stationary -1
    Target Kneeling +1
    Attacker Stationary -1
    Attacker Aim(makes shot exclusive action) -1
    Attacker Called Shot +3
    Attacker Moving +1
    Attacker Running +2
    Recoil +equal to accumulated recoil
    Extreme Range +2
    Additional Target(s) +2 each
    Indirect Fire +6(+2 if Spotted)

    Suppressive Fire-When firing to suppress, the attack generates no damage, but instead imposes a positive TN modifier equal to the number of ammo fired that round, minus 1. A character may suppress multiple enemy, but must divide the imposed modifier between them.

    Ex. Rock and Roll is providing covering fire as Scarlett moves to engage 2 Cobra Vipers in Close Combat. He fires at Full Automatic with an M60, expending 12 ammo. Provided his shot hits (using normal modifiers), it will not do the normal 15 damage, but instead will impose a +11TN modifier on the Viper(s). If Rock and Roll chose to engage both Vipers, he may divide the +11TN modifier between them as he sees fit.

    Crossing Fire-A character may elect to declare Crossing Fire, instead of shooting normally. Crossing Fire is an Exclusive action, regardless of mode used. If any subsequent enemy comes into Line of Sight, that character may make an immediate attack at +2TN. This shot may be taken at any point of the enemy’s movement, as long as the character has LoS. Aside from these modifications, the attack is made normally.

    Ex. Zartana is on guard duty, and knows there are Joes about. She declares Crossing Fire for her action. As she waits, Stalker, Roadblock, and Chuckles emerge from the swamp. Zartana waits until they are completely out of cover, and then opens fire, targeting only Stalker and Roadblock, so as to have a lower TN. Her shot has an additional modifier of +2, but is otherwise resolved normally.

    Pinning-Although the advent of body armor has saved many lives, it has done little to ease the pain and shock of taking fire. If a character is hit, but takes no damage (because of armor, cover, etc…), they are subject to Pinning. The character must Courage test, with the following cumulative modifiers;
    Explosive +1
    Burst Fire +1
    Full Automatic +2
    Indirect Fire +1

    Knockdown-Many weapons carry the bonus of knocking opponents to the ground, in addition to any other effects. If a character is hit, regardless of whether they are damaged or not, they are subject to Knockdown. The character must make a Body test, using the following cumulative modifiers;
    Explosive +2
    Close Combat with Damage of 1-3 +1
    Close Combat with Damage of 3-6 +2
    Close Combat with Damage of 7+ +3
    Ramming +9
    Burst Fire +1
    Full Automatic +Number of Ammo used/3

    Indirect Fire-Battlefield conditions are not always such that the enemy may be observed directly. In such cases, an enemy that is not in Line of Sight, but has previously been in LoS (or has been Spotted, see below), may be targeted using Indirect Fire.
    Spotting-a friendly character may “spot” for the character using Indirect Fire as long as they have LoS to the target(s), and open communications channels (Open Comm).

    Full Defense-A character that has not yet Sequenced may elect to go into Full Defense. The character may move up to Speed to cover on a successful Speed test.

    Shooting into Close Combat-A character may elect to shoot into an ongoing Close Combat (any opposing characters within 4’’ of each other in a given Sequence are considered to be “in Close Combat”). If the shot misses the intended target(s), it instead hits a random combatant other than the intended target(s) on a 5+.

    Cover-Defined as either Soft (ex. ) or Hard (ex. ), Cover has different effects based on type. Soft Cover is rated 1 (character ¼ to ½ obscured), 2 (character is ½ to ¾ obscured), or 3 (character is ¾ or more obscured). It adds its rating as a positive Modifier. Hard Cover is rated 1-4 and acts as Armor that is cumulative with worn Armor.
     
  6. MrGask

    MrGask
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    #FreeGask

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    Damage and Healing
    As previously mentioned, a character has a number​
    of Wounds equal to their Body Stat. Each time a​
    character takes Damage, their Wounds are reduced​
    until they are either Reduced, or Killed. In addition​
    each time a character takes Damage, if the Wounds
    received are more than half their total Wounds, the​
    character is subject to Shock. Each time a character​
    takes a Wound, they have a change of being Maimed
    in the effected area. ​
    Wounds-A Derived Statistic that determines the amount of Damage a character can take. When Wounds is reduced to 0 or less, the character is said to be Reduced. If the character takes a total amount of Damage equal to twice their Wounds, they are Killed.
    Damage-Representing the infliction of pain and destruction on a character, Damage is dealt when an attack Succeeds, and then Penetrates any Armor. Damage reduces a character’s Wounds on a one to one basis, and is tracked throughout the game in a cumulative way.
    Reduced-A character who has taken enough total Damage to reduce their Wounds to 0 is no longer an effective force multiplier. They can take no action other than to Crawl, and moan loudly for a medic. Unless the character is Stabilized, they will take an additional 1 Damage every
    Killed-A character that is killed is dead.
    Shock-Shock represents the trauma of intense pain or surprise. To overcome Shock, a character must make a Stat test using the average of Body and Mental.
    Maiming-Characters are not always able to shrug off their Wounds and continue fighting. Each time a character takes Damage, they must make a Body test to keep from being Maimed. If this test fails, the character rolls d10 and consults the following chart;
    1----Groin
    2----Chest
    3----Right Arm
    4----Left Arm
    5----Abdomen
    6----Chest
    7----Left Leg
    8----Right Leg
    9----Chest
    10--Head
    to determine the location of the Maiming.
    Characters Maimed in the Groin may not Run, or Duckwalk, and Walk and Crawl at half the normal pace.
    Characters Maimed in one arm may not use that arm (so no two handed weapons, rappelling, etc…). Actions that normally take both arms to perform may be attempted with a +4 Modifier. If both arms are Maimed, the character is limited to actions which do not involve their arms, and may not use the Special Services MOS.
    If one leg is Maimed, the characters has their Speed reduced by -2, and cannot Run or Duckwalk. If both legs are Maimed, the character has their Speed reduced by -5, may only Crawl, and may not use the Special Services MOS.
    A Maimed Abdomen causes the character to be unable to Run, and take an additional Damage each round on a roll of 7+. If the character moves in any way other than Walk or Crawl, this Damage is automatic. This damage is not stopped by Armor.
    Characters Maimed in the Chest may not Run, and takes an additional Damage on a roll of 9+. This Damage is not stopped by Armor.
    A character Maimed in the head is disorientated, near unconscious, and often near death.
    They may only use Random Movement, and add a +6 modifier to any actions attempted.

    Armor-Armor is rated 1-6, with 1 being light Kevlar, and 6 being Powered Infantry Armor. An attack must have a Penetration of equal to or higher than a targets Armor to cause Damage to that Target. If the Penetration is lower, the attack is said to not Penetrate, and deals no Damage. If the Penetration is equal or higher, the attack is said to Penetrate. If the Penetration is double or more the Armor rating, the attack is said to have Pierced the Armor, which not longer provides any protection.
    Armor may be worn in specific locations, or over the whole body. Full Body Armor with a rating higher than 2 reduces the character’s Agility and Speed by half, unless it is PIA or Form Fitting.
    Powered Infantry Armor-PIA is a recent development among advanced nations. It uses a variety of sensors and servos in order to assist the wearer. As such it does not reduce Agility and Speed, and in some cases may enhance Stats. It is always rating 6, and always Full Body w/Helmet. If PIA is Pierced, it reduces Agility and Speed as normal Full Body Armor, and does not provide any enhancements to Stats it may have previously.
    Healing
    At the end of a battle, characters will often have accumulated Damage, been Maimed, or Reduced. If this is the case, they will need to be Healed before the next battle.
    If the character has only taken Total Damage equal to half their Wounds or less (and is not Maimed), they will Heal without outside intervention on a roll of 5+.
    Otherwise, they must be Healed by a Character with either the Medic or Surgeon MOS (this may be themselves, as long as they are not Reduced).

    Characters with the Medic or Surgeon MOS may try to heal a Damaged character after the game. They roll Medic MOS and compare their result to the total amount of Damage suffered. If they succeed, they Heal the character a number of Wounds equal to the Margin of Success.
    A character that has been Reduced must be Stabilized before they may be Healed. Roll either Medic or Surgeon MOS and compare it to the number of Wounds suffered. If the roll succeeds, the character is said to be Stabilized.
    A character that has been Maimed must be Healed by someone with the Surgeon MOS. The Healing is done normally, but in addition to healing Wounds, if the Wounds are filled to their original complement, the character is no longer Maimed.
     
  7. MrGask

    MrGask
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    Definitions
    Base Target Number-The set Target Number, before any Modifiers. This is normally 10, unless otherwise indicated.
    Critical Failure-A roll of 1 is said to be a Critical Failure. Critical Failure adds an extra effect to a roll, usually descried in the description of the MOS or Statistic used. This is a bad thing.
    Critical Success-A roll of 10 is said to be a Critical Success. Critical Success adds an extra effect to a roll, usually described in the description of the MOS or Statistic used. This is a good thing.
    Damage-Traumatic injury inflicted on a character. Damage reduces Wounds on a 1 to 1 basis.
    Exclusive Action-An action which may only be performed in isolation, with the exception of also being able to walk and perform an Exclusive Action.
    Failure-A Total Score that is less than the Target Number is said to be a Failure.
    Heal-Healing raises a characters complement of Wounds be the indicated amount.
    Identify-A positive Identification is needed when fighting, to avoid collateral damage. A character may only shoot or otherwise attack an enemy that has been Identified. Identifying an enemy takes no action.
    Inclusive Action-An action which may be performed along with another Inclusive action, as part of the same action.
    Margin of Success-The amount by which a Total Score beats the Target Number (total score-TN=MoS).
    Modifier-A bonus or negative to a Target Number (and sometimes a Statistic), depending on situation.
    MOS Test-When a character performs an action governed by a particular MOS, they are said to be taking an MOS Test, or “testing MOS.” This is commonly written as “(MOS) test.”
    Opposed Test-A test that pits two characters or forces against each other, each side rolls and adds the relevant Statistic, as well as any modifiers. The higher total score succeeds, while the lower fails. In case of Critical Successes on both sides, the action is stalled, and nothing happens.
    Random Movement-Random Movement is performed by rolling a scatter die and then
    Recoil-A modifier to shooting. Typically equal to the number of consecutive rounds fired. If a character spends an Action doing anything other than shooting that weapon, Recoil is reset at 0.
    Reduced-A character is Reduced when they have an accumulated amount of Damage equal to their Wounds. Once a character is Reduced, they will take an additional 1 damage per 10 rounds until Killed, unless they are Stabilized.
    Round-Approximately 5 seconds.
    Rule of 1-A roll of 1 on d10 is always a Failure, regardless of Target Number. If a roll of 1 would also normally be a Failure, it is said to be a Critical Failure.
    Rule of 0-A roll of 0 on d10 is treated as a result of 10. A roll of 0 is always a success regardless of Target Number. If a roll of 0 would also normally be a Success, it is said to be a Critical Success.
    Sequence-The order in which actions are performed.
    Stabilized-Reduced characters must be Stabilized by another character.
    Statistics Test-A test that is taken using only a Statistic (such as “Courage test”, “Speed test”, etc…), as well as any relevant modifiers. The Base Target Number is set at 11 for these tests.
    Success-A total score that equals or beats the Target Number is said to Succeed.
    Target Number-The Total Score needed to perform an action, or sequence/combination of actions.
    Total Damage-The accumulated amount of Damage suffered by a character during a battle.
    Total Score-The amount resulting from adding a relevant Statistic, applicable Modifiers, and a roll of 1d10.
    Unopposed Test-A test that is taken without anyone rolling against the action. The character succeeds or fails on a Base Target Number (typically 10), as well as relevant modifiers.

    Edit: tried to upload the weapons, but the forum will not accept Excel formatting, so I will just post the stats for an UZI.

    Name: Uzi
    Type: Small Arm
    Mode: Semi-Auto/Burst Fire
    Ammo: 20/25/32(box magazine)
    Range-Effective/Extreme: 18/20
    Penetration: 1
    Damage: 2
    Special: None
    Notes: None
     
  8. MrGask

    MrGask
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    #FreeGask

    Joined:
    Nov 28, 2011
    Messages:
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    Bastard child of Jigsaw and Kayako
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    So I am putting together a comic book style crap thing to help teach people the game
    Page001.
    Here is Beachhead as he arrives on a remote part of Cobra Island.

    Page002.JPG
    Little did he know, a Rock Viper is waiting for just such a foolish Joe.

    Page003JPG.
    The Rock Viper would normally not be able to Identify Beachhead at such an extreme range, but thanks to his x10 Scope on his PSG-1, his Identification range is 21yards, further than he can reliably shoot the rifle even.

    Page004JPG.
    The Rock Viper, who Sequences first (because he is performing an Ambush), opens fire. He rolls 1d10 and adds his Agility(10)+1(for Secondary MOS). Rock Viper rolls a 2 and achieves a Total Score of 13. His Modified Target Number is 12 (Base 10+2 for Extreme range-1 for Attacker Stationary+1 for Target Moving) and so he hits with his first shot.
    Rolling again, Rock Viper rolls a 3 for a Total Score of 14. His Modified Target Number is now 13 (same as before+1 for Recoil), and so he hits again.
    Page005.
    Rock Viper rolls twice (once for each hit) on the Hit Location Table and gets a 4 and a 4, hitting the Left Arm twice. Since Beachheads Left Arm is still shielded by the boat, he adds its Armor of 6 to his own Armor of 0. The PSG-1 that Rock Viper is using has a Penetration of 4, and so does not Penetrate the boat's Armor and score Damage. Beachhead is safe for now.

    Normal Sequencing now takes over, and Beachhead Sequences first at 9.
    Page007.
    Beachhead knows it is only a matter of time until he is hit in the head, so he opts to take cover behind a nearby boulder. Beachhead must make an Agility Test in order to make it to cover in time. He rolls 1d10 and adds his Agility(6), against a Modified Target Number of 11. Beachhead rolls a 1 and so Critically Fails (a roll of 1 that would also normally be a failure), leaving him exposed to an extra round of shooting from Rock Viper.
    Page004JPG.
    The Rock Viper, seeing Beachhead exposed and vulnerable, fires twice more. His Modified Target Number is now 14 (base10+2extreme range-1attacker stationary+1target moving+2recoil) for the first shot. Rock Viper rolls a 3 for a Total Score of 14 (Ag10+1SecondaryMOS), just enough to hit. His second shot is not so lucky, rolling a 1, he Critically Fails against Modified Target Number of 15, jamming his gun (he may not shoot next round as he clears it).
    Page008.
    Rock Viper rolls on the Hit Location Table to see where his first shot hits. He rolls a 9, hitting Beachhead in the chest. Even though Beachhead is wearing Light Flak Armor (rating 2) on his chest, it is not enough to stop the PSG-1's Penetration of 4. Beachhead takes 3 Damage, reducing his Wounds to 3, and must test for Maiming. Beachhead rolls 1d10 and adds his Body(6), achieving a Total Score of 11, just enough to avoid being Maimed.

    Page009.
    The Rock Viper has now lost Line of Sight to Beachhead, who Crawled behind the boulder during his turn. The Rock Viper attempts to clear his jammed weapon, rolling 1d10 (weapons clear on a 6+). He rolls a 4 and so will have to spend another round clearing the breach before he may fire.

    page010.
    Beachhead checks to see if he can Identify the Rock Viper. Normally, his Perception of 20" would allow him to do so, but because the Rock Viper is wearing a Guile Suite, he may only be Identified on a roll of 7+.

    page011.
    Beachhead rolls a 5, and so fails to Identify the Rock Viper.
    The Rock Viper rolls a 1, and again fails to return his weapon to service.

    page010.
    Beachhead again rolls to Identify the Rock Viper, this time rolling an 8, and spotting the crafty Cobra despite his carefully disguised sniper blind.

    page014.JPG
    Having Identified his target, Beachhead opens fire.

    Page015.
    The Rock Viper again rolls to clear his weapon, rolling a 4 this time and again failing. He quickly looks to Identify Beachhead, so as to fire upon him, once the jam is cleared.

    Page016.
    Rock Viper once again rolls to clear his weapon, this time rolling a 6 and finally returning the weapon to service.

    Page017. Page018.
    Beachhead opens fire on Full Automatic, firing 6 rounds. His Modified Target Number is 16 (Base10+2Extreme Range-1Attacker Stationary-1Target Stationary+6Recoil). Beachhead rolls a 7, achieving a Total Score of 15 (Strength6+2Primary MOS), not enough to hit.

    page019.
    Rock Viper, rather than shoot at Beachhead while he has cover, decides to bide his time. He declares Crossing Fire, so as to fire on Beachhead once he breaks cover.

    Page020.
    Beachhead decides to run for it, using his Dash Special Ability (allows a character to move at double Speed if they do not shoot that round).

    page021.
    Rock Viper is allowed a shot at Beachhead as he breaks cover. This is called Crossing Fire. Rock Viper's Modified Target Number is 12 (Base10+1Target Moving-1Attacker Stationary+2Crossing Fire).

    page022.
    Incredibly, Rock Viper rolls a 1, automatically missing (this is not a Critical Failure, as he achieved a Total Score of 12, which normally would have been a success).

    Page023.JPG

    page024.
    Beachhead escapes into the rocks surrounding Rock Vipers perch.
     

    Attached Files:

  9. BizarrePsycho

    BizarrePsycho
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    EDF Elite

    Joined:
    Mar 29, 2012
    Messages:
    1,506
    Occupation:
    Livin' in a Gangsta's Paradise
    Damn MS Paint ruins everything.