#1 Heavy Gear: TRTW Dice Dump
Posted: Fri Sep 19, 2008 7:07 pm
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:
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:
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
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.
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!
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