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#1 Heavy Gear: TRTW Dice Dump

Posted: Fri Sep 19, 2008 7:07 pm
by Hotfoot
This is where dice rolls will go for the Heavy Gear game, to keep them from cluttering the game thread and the OOC thread. Please feel free to test dice rolling here, but do not ask questions here, save that for the OOC thread.

The following modifiers should be taken into consideration for any given skill check:

Code: Select all

Range Band modifiers (Tactical/Personal)
PB/S/M/L/E
+1/0/-1/-2/-3

Movement and Position Modifiers, Tactical:

Attacker:
Stationary +2
Half Combat +1
Combat 0
Top Speed -3

Defender:
0 Hexes -3
1-2 Hexes -2
3-4 Hexes -1
5-6 Hexes 0
7-9 Hexes +1
10-19 Hexes +2
20-99 Hexes +3
Evasive Manuevers +3

Front Arc 0
Side Arc -1
Rear Arc -2


Movement and Position Modifiers, Personal

Attacker:
Prone 0
Crawling -1
Stationary 0
Walking -1
Jogging -2
Running -3
Sprinting/Climing NA

Cover:
Light 0
Total Light -1
Heavy 0
Total Heavy -2

Defender:
Prone -3/+1
Crawling -2/+2
Stationary -1
Walking 0
Jogging +1
Running +2
Sprinting +3
Climbing -2

Front 0
Side -1
Rear -2

Cover:
Light +1
Total Light +2
Heavy +3
Total Heavy Cover automatically defends.
Multiple actions above the first incur a cumulative -1 on ALL actions that round.

Skill checks, when possible, are to be done in the following format:

Add up attribute bonus and corresponding modifiers first. If doing a called shot or other such skill-level changing action, like using emergency dice, figure that out then code as follows:

Code: Select all

 Invalid dice code! 

Should look like:
Invalid dice code!
Include the given threshold of the test, and any pool that may exist. If testing against an opponent, include the opponent's skill check in the same post as your own. If there is an error, I will either re-roll (if skill level was not properly input) or simply apply any missed modifiers and make a ruling accordingly.

A few samples:

Marcao Vessal is in a shootout with BRF gunmen. They are engaging him with assault rifles while all he has is his trusty 13mm Paxton Collins revolver. Two thugs have him pinned down behind a bar. Marcao is at medium range with his pistol, while the thugs are at short range for their rifles. Marcao is lucky enough that the bartender had his bar armored, so it counts as heavy cover. Marcao first needs to roll for initiative:

Marcao: Combat Sense (PER +1):


We'll assume that he goes first. This is roughly what a player post should look like:

Marcao: Small Arms (AGI +2) (DM x25) Medium range -1


BRF Thug #1: Defense (AGI +1) (STA 25 + Armor 15: Light 28, Deep 40, Overkill 65) Stationary -1, Behind light cover (Bar doors) +1



Now, let's assume that the other thug gets his shot in, the GM's post will look like this:

BRF Thug #2: Small Arms (AGI +1) (DM x28) Short range 0


Marcao: Defense (AGI +2) (STA 30 + Armor 20: Light 35, Deep 50, Overkill 80) Stationary -1, Heavy Cover +3


PS: Have you hugged your cover today?

Edit: By request, vehicular combat.

Lt. Keiji Kage of the Peace River Defense Force is supporting the Black Pigs by clearing a path through several enemy Gears. Keiji is piloting a Warrior IV, the Riverian analog of a Jaguar or Black Mamba. The enemies are a group of Hunters operated by Badlands Rovers.

First off, initiative:

Keiji: Leadership (INF +0)


Again, we'll assume he won against the scrubs. He opens fire with his Medium Autocannon at a Hunter that is at medium range with a single shot. He is moving at combat speed for his walker mode and is on clear terrain (5 Hexes)

Keiji: HG Gunnery (PER +2) FireCon +1 Medium Range -1 Combat Speed 0 DM x10


Hunter: HG Piloting (AGI +1) Manuever 0, Combat Speed (walker) 4 hexes -1, Armor 15


One of the Hunters then shoots back with its Light Autocannon at Keiji who is in medium range

Hunter: HG Gunnery (PER +1) Medium range -1, combat speed 0, DM x8


Keiji: HG Piloting (AGI +2) Manuever 0, Combat Speed 6 hexes 0, Armor 17

#2

Posted: Fri Sep 19, 2008 7:49 pm
by Hotfoot
Damage calculations can go here for completeness, but it is impossible to do in one post without forcing the dice to become edited, and thus fixed. Dice rolls should always be posts that don't get edited for that reason.

In the above examples, we have four attacks that need resolution:

Marcao vs. BRF Thug #1
BRF Thug #2 vs. Marcao
Keiji vs. Hunter
Hunter vs. Keiji.

They resolve as follows:

Marcao rolled a 6, we subtract BRF Thug #1's defense roll of 5 from that, resulting in a Margin of Success of 1. We take the Damage Multiplier of Marcao's gun and multiply it by 1, so we get 1 x 25 = 25 damage.

Given the Light Wound threshold for the BRF Thug was 28 thanks to his light flak vest, it's not enough to do a Light Wound, but it will hurt and cause a temporary -1 to his next action as he tries to shake off the pain of being shot.

BRF Thug #2 rolled a 6, and we subtract Marcao's roll of 9 from that. Since we get a number that is equal to or less than zero (-3), the attack fails.

Keiji Kage's attack roll was an 8, while his target only managed a 4 for defense. 8-4=4, which is our Margin of Success. Keiji's MAC damage is 4 x 10 = 40, which beat's the Hunter's Light (15) and Heavy (30) damage score, but comes a bit shy of the Overkill (45) score, the Hunter takes damage on the damage table's Heavy Damage chart. This is just a standard d6 roll, so we roll on that with


I used five for the simple reason that if the first roll on the table results in another roll for whatever reason (cascading, subtables), it's easier to get it out of the way early. Rarely, I may need to re-roll, but usually I'll handle the damage tables myself. In lieu of my personal call, however, anyone with access to the damage tables can arbitrate. I'll get to the results of that in a moment.

The Hunter rolled a 5, while Keiji rolled an 8, Keiji wins, and the Hunter misses.

#3

Posted: Fri Sep 19, 2008 7:50 pm
by Hotfoot
Damage table roll was a 3: Crew Compartment, heavy damage. 10% losses, minimum 1.

Keiji inadvertently pulled a Rhoenix special.

PS: Players are strongly discouraged from editing posts containing dice rolls, re-rolling undesired results will not be tolerated, so preview your posts BEFORE submitting to make sure the formatting is correct. Remember that mistakes on bonuses are easy to fix after the fact, the number of dice you roll, however, is not.

#4

Posted: Mon Oct 06, 2008 6:14 pm
by Hotfoot
Skill Checks for Gunnar's test day:

1. Find the spare part in the trash heap: Threshold 3 (Notice + PER)
2. Find out what is wrong with the Longrunner: Threshold 3 (Techsci Elec + PER)
3. Fix the Longrunner: Threshold 5 (Techsci Elec + CRE)
4. Find the trap during the Longrunner repair: Threshold

(Notice + PER)
5. Disable the trap: Threshold same as above, (Demolitions/Traps + CRE)

#5

Posted: Tue Oct 07, 2008 5:18 pm
by rhoenix
For task number 1 (to get me used to this): Find the spare part in the trash heap.

(Notice+PER, Threshold 3)

#6

Posted: Tue Oct 07, 2008 5:30 pm
by rhoenix
Hotfoot wrote:2. Find out what is wrong with the Longrunner: Threshold 3 (Techsci Elec + PER)
TechSci: Elec (1) + PER (2)

Hotfoot wrote:3. Fix the Longrunner: Threshold 5 (Techsci Elec + CRE)
TechSci: Elec (1) + CRE (1)

Hotfoot wrote:4. Find the trap during the Longrunner repair: Threshold

(Notice + PER)
Notice (2) + PER (2)

Hotfoot wrote:5. Disable the trap: Threshold same as above, (Demolitions/Traps + CRE)
Traps/Demolitions (0,0) + CRE (1)

#7

Posted: Tue Oct 07, 2008 5:35 pm
by rhoenix
Retry at fixing the Longrunner (as per Hotfoot)

TechSci: Elec (1) + CRE (1)

#8

Posted: Tue Oct 07, 2008 5:37 pm
by Hotfoot
Light Damage done to the Longrunner as the result of a fumbled repair check:


#9

Posted: Tue Oct 14, 2008 8:02 pm
by Hotfoot
Tech Team repairing the Longrunner:

Monza (Lead):


Kane (Support):


Oiku (Support):

#10

Posted: Tue Dec 16, 2008 2:30 am
by frigidmagi
Alex Notice check for guard duty


#11

Posted: Tue Dec 16, 2008 2:36 am
by rhoenix
Gunnar: Notice check:

#12

Posted: Wed Dec 24, 2008 2:46 pm
by Hotfoot
Enemy Jamming

Comms Jamming:
Sensor Jamming:

Note that the ECCM on Marcao's Gear can only counter one of these effects unless Marcao supplies two actions to fighting the ECM. If there is Jamming still in effect, in order to beat it you roll Information Warfare + CRE + Comms rating of your Gear for Comms Jamming, or Information Warfare + CRE + Sensor rating for Sensor Jamming.

Right now the enemy is 3km out, so initiative is a little premature, and as such I won't require rolling for ECM every round, this will be for the scene.

Remember that counteracting ECM takes the ECCM MoS and subtracts it from the ECM MoS, rather than just flat-out negating. However, reducing the effective range of enemy ECM can effectively negate the system if it removes you from the adjusted range.

#13

Posted: Wed Dec 24, 2008 7:34 pm
by Cynical Cat
So, Sensor Jamming
Info Warfare 2
CRE +1
ECM +1


#14

Posted: Thu Dec 25, 2008 2:40 pm
by Marcao
ECCM (vs Sensor Jamming)
Information Warfare 3
Creativity +1
ECCM +3


#15

Posted: Thu Dec 25, 2008 2:46 pm
by Marcao
ECCM (vs Communication Jamming)
Information Warfare 3
Creativity +1
ECCM +3


#16

Posted: Thu Dec 25, 2008 2:55 pm
by Marcao
Genre Point Re-Roll Activate! (text: Once more with feeling) (-1 genre point)
ECCM (vs Communication Jamming)
Information Warfare 3
Creativity +1
ECCM +3


#17

Posted: Tue Jan 13, 2009 8:00 pm
by Hotfoot
The Mystery ECM Source:

Sensor Jamming

Range is 10km for purposes of range degredation

#18

Posted: Wed Jan 14, 2009 2:33 am
by Cynical Cat
Sensor Jamming
Info Warfare 2
CRE +1
ECM +1


#19 ECCM (yay!)

Posted: Mon Jan 19, 2009 3:12 pm
by Marcao
ECCM Jamming (Lower Range)
+ 1 Creativity
+3 ECCM

ECCM Jamming (Threshold)
+1 Creativity
+3 ECCM

#20 Sensor Sweep

Posted: Mon Jan 19, 2009 8:14 pm
by Marcao
Information Warfare: 3
Creativity: +1
Fenrir Sensor Suite: 1


#21

Posted: Sat Jan 24, 2009 8:27 pm
by frigidmagi
Notice check since I'm using the sensor system God issued.


#22

Posted: Wed Jan 28, 2009 10:23 pm
by rhoenix
Sensor Check (Info. Warfare 0, CRE 1, Gungnir Sensors 1):