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Old 04-01-2011, 06:13 AM
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Admiral Zaarin Admiral Zaarin is offline
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Default 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.
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Last edited by Admiral Zaarin; 04-01-2011 at 06:37 AM..
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