RPG firearm combat system
I've read AlexFili's RPG (RF-SOTE) and got interested in his combat system. I came up with a system which is based on AlexFili's but is somewhat more detailed. This system can be integrated within any game-mastered RPG with minor or no changes. So here it is:
Character combat actions are performed according to Fili's RPG rules but with following specifications: - player states wether he shoots at oponent's head, torso or limb - player chooses his weapon's fire mode (if available) - game master and/or player defines shooting distance according to game's situation. Tools: - tree identical coins (T - tail, H - head) note: T-H-H - any combination with 1 tail and 2 heads, T-T-H - same with 2 tails and 1 head. Numbers in brackets after Ts and Hs are combinations' probabilities. Ofcause this pattern is very simplified but it seems to be fair and correct for forum RPG's. Some abbreviations: m - missed w - wounded h - heavily wounded sd - shot dead A) Hit points, medics and medical kits rules: A character has 3 to 6 HP's, which means how many times a character can be wounded. w = - 1 HP h = - 3 HPs When a character has 0 HP he/she is heavily wounded. Heavily wounded characters can't heal themselves and can only be treated by a medic. Heavily wounded can't move or shoot any weapons other than handguns. If a heavily wounded character gets shot once more he/she is shot dead anyways. An average character has 3 HPs but such characters as big bro sligs may have up to 6 HPs. One personal medical kit = +1 HP. Medic: heal ordinary wounds = restore all HPs. Heal heavy wound = character is carried out of combat zone and is back to normal but with only 1 HP. B) firearms : Shooting rules: Player can target head, torso or limbs. Ranges: Close-quarters (<200 m) - handguns, SMGs, shotguns mid-ranged (<800) - Rifles, ARs, SAWs, mounted machineguns sniper (<1200 m) - sniper rifles heavy (>1200 m) - aircraft, artillery, armored vehicle rounds For simplicity guns allways miss when fired out-of-range. # Handguns - Head: 2 coins: T-H - m (0.5), H-H - h (0.25), T-T - sd (0.25) - Torso: 3 coins: T-H-H - m (0.375), T-T-H - w(0.375), H-H-H - h (0.125), T-T-T (0.125) - sd - Limbs: 1 coin: T - m (0.5), H - w (0.5) # Submachine guns semi-automatic fire: - Head: 2 coins: T-H - m (0.5), H-H - h (0.25), T-T - sd (0.25) - Torso: 3 coins: T-H-H - m (0.375), T-T-H - w(0.375), H-H-H - h (0.125), T-T-T (0.125) - sd - Limbs: 1 coin: T - m (0.5), H - w (0.5) fully-automatic fire: - Head: 3 coins: T-H-H, T-T-H - m (0.75), H-H-H - h (0.125), T-T-T - sd (0.125) - Torso: 3 coins: H-H-H - m (0.125), T-T-H - w (0.375),T-H-H - h (0.375), T-T-T (0.125) - sd - Limbs: 1 coin: T - m (0.5), H - w (0.5) # Shotguns - Head: 2 coins: T-T - m (0.25), H-H - h (0.25), T-H - sd (0.5) - Torso: 3 coins: T-T-T - m (0.125), H-H-H - w(0.125), T-H-H - h (0.375), T-T-H (0.375) - sd - Limbs: 1 coin: T - m (0.5), H - w (0.5) # Rifles - Head: 2 coins: T-T - m (0.25), H-H - h (0.25), T-H - sd (0.5) - Torso: 3 coins: H-H-H - m (0.125), T-T-H - w(0.375), T-H-H - h (0.375), T-T-T (0.125) - sd - Limbs: 1 coin: T - m (0.5), H - w (0.5) # Assault Rifles semi-automatic fire: - Head: 2 coins: T-T - m (0.25), H-H - h (0.25), T-H - sd (0.5) - Torso: 3 coins: H-H-H - m (0.125), T-T-H - w(0.375), T-H-H - h (0.375), T-T-T (0.125) - sd - Limbs: 1 coin: T - m (0.5), H - w (0.5) fully-automatic fire: - Head: 2 coins: T-H - m (0.5), H-H - h (0.25), T-T - sd (0.25) - Torso: 3 coins: T-H-H - m (0.375), T-T-T - w (0.125), H-H-H - h (0.125), T-T-H (0.375) - sd - Limbs: 1 coin: T - m (0.5), H - w (0.5) # Squad Automatic Weapons and mounted machineguns - Head: 3 coins: T-H-H, H-H-H, T-T-H - m (0.875), T-T-T - sd (0.125) - Torso: 3 coins: T-T-T - m (0.125), H-H-H - w (0.125), T-H-H - h (0.375), T-T-H (0.375) - sd - Limbs: 1 coin: T - m (0.5), H - w (0.5) # Sniper rifles Fired with scope: - Head: 2 coins: T-T - m (0.25), H-H, T-H - sd (0.75) - Torso: 3 coins: T-T-T - w (0.125), H-H-H - h (0.125), T-H-H,T-T-H (0.75) - sd - Limbs: 1 coin: T - m (0.5), H - w (0.5) Fired without a scope: - Head: 2 coins: T-T - m (0.25), H-H - h (0.25), T-H - sd (0.5) - Torso: 3 coins: H-H-H - m (0.125), T-T-H - w(0.375), T-H-H - h (0.375), T-T-T (0.125) - sd - Limbs: 1 coin: T - m (0.5), H - w (0.5) C) Explosives # Hand grenages, attached grenade launchers, light mortars (3 coins) open area: T-T-T (0.125) - m (target avoided the explosion and shrapnel) T-T-H (0.375) - w T-H-H (0.375) - h H-H-H (0.125) - sd close quarters (trenches, corridors): T-T-T (0.125) - m T-H-H (0.375) - h T-T-H, H-H-H (0.5) - sd # Rocket-propelled grenade launchers, artillery shells, tank and aircraft rounds (This section is very simplified because these rules are mostly for firearm combat) T-T-T (0.125) - m H-H-H (0.125) - h T-T-H, T-H-H (0.75) - sd D) Melee # Entrenching shovel, knife (3 coins) H-H-H (0.125) - m T-H-H (0.375) - w T-T-H (0.375) - h T-T-T (0.125) - sd # Attached bayonet (3 coins) T-H-H (0.375) - m H-H-H (0.125) - w T-T-T (0.125) - h T-T-H (0.375) - sd E) Armor and helmets Armor vests allow the character to avoid being shot dead with a firearm or schrapnel. x -> y means that damage type x is replaced with damage type y number in brackets is amount of shots absorbed before the vest breaks # Light armor vest : Handguns, SMGs: w -> m, h->w, sd -> h (6 shots) rifles, ARs, shotgun, shrapnels: w->m, h->w, sd-> h (1 shot) sniper, SAW, mounted- no protection # Combat armor vest : Handguns, SMGs: w -> m, h->w, sd -> h (12 shots) rifles, ARs, shotguns, shrapnel: w->m, h->w, sd-> h (4 shots) sniper, SAW, mounted: w->m, h->w, sd-> h (1 shot) # Heavy armor vest: Handguns, SMGs: w -> m, h->w, sd -> h (any amount) rifles, ARs, shotguns, shrapnel: w->m, h->w, sd-> h (10 shots) sniper, SAW, mounted: w->m, h->w, sd-> h (4 shots) # Combat helmet: Handguns, SMGs, shrapnel: w -> m, h->w, sd -> h (2 shots) rifles, ARs, shotguns: w->m, h->w, sd-> h (1 shot) sniper, SAW, mounted - no protection # Heavy combat helmet with face shield: Handguns, SMGs, shrapnel: w -> m, h->w, sd -> h (4 shots) rifles, ARs, shotguns: w->m, h->w, sd-> h (2 shots) sniper, SAW, mounted: w->m, h->w, sd-> h (1 shot) Hope this system would be useful for the RPGers. |
How long did it take to come up with all this?
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