RPG firearm combat system
I've read AlexFili's RPG (RFSOTE) 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 gamemastered 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: THH  any combination with 1 tail and 2 heads, TTH  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:
Closequarters (<200 m)  handguns, SMGs, shotguns
midranged (<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 outofrange.
# Handguns
 Head: 2 coins: TH  m (0.5), HH  h (0.25), TT  sd (0.25)
 Torso: 3 coins: THH  m (0.375), TTH  w(0.375), HHH  h (0.125), TTT (0.125)  sd
 Limbs: 1 coin: T  m (0.5), H  w (0.5)
# Submachine guns
semiautomatic fire:
 Head: 2 coins: TH  m (0.5), HH  h (0.25), TT  sd (0.25)
 Torso: 3 coins: THH  m (0.375), TTH  w(0.375), HHH  h (0.125), TTT (0.125)  sd
 Limbs: 1 coin: T  m (0.5), H  w (0.5)
fullyautomatic fire:
 Head: 3 coins: THH, TTH  m (0.75), HHH  h (0.125), TTT  sd (0.125)
 Torso: 3 coins: HHH  m (0.125), TTH  w (0.375),THH  h (0.375), TTT (0.125)  sd
 Limbs: 1 coin: T  m (0.5), H  w (0.5)
# Shotguns
 Head: 2 coins: TT  m (0.25), HH  h (0.25), TH  sd (0.5)
 Torso: 3 coins: TTT  m (0.125), HHH  w(0.125), THH  h (0.375), TTH (0.375)  sd
 Limbs: 1 coin: T  m (0.5), H  w (0.5)
# Rifles
 Head: 2 coins: TT  m (0.25), HH  h (0.25), TH  sd (0.5)
 Torso: 3 coins: HHH  m (0.125), TTH  w(0.375), THH  h (0.375), TTT (0.125)  sd
 Limbs: 1 coin: T  m (0.5), H  w (0.5)
# Assault Rifles
semiautomatic fire:
 Head: 2 coins: TT  m (0.25), HH  h (0.25), TH  sd (0.5)
 Torso: 3 coins: HHH  m (0.125), TTH  w(0.375), THH  h (0.375), TTT (0.125)  sd
 Limbs: 1 coin: T  m (0.5), H  w (0.5)
fullyautomatic fire:
 Head: 2 coins: TH  m (0.5), HH  h (0.25), TT  sd (0.25)
 Torso: 3 coins: THH  m (0.375), TTT  w (0.125), HHH  h (0.125), TTH (0.375)  sd
 Limbs: 1 coin: T  m (0.5), H  w (0.5)
# Squad Automatic Weapons and mounted machineguns
 Head: 3 coins: THH, HHH, TTH  m (0.875), TTT  sd (0.125)
 Torso: 3 coins: TTT  m (0.125), HHH  w (0.125), THH  h (0.375), TTH (0.375)  sd
 Limbs: 1 coin: T  m (0.5), H  w (0.5)
# Sniper rifles
Fired with scope:
 Head: 2 coins: TT  m (0.25), HH, TH  sd (0.75)
 Torso: 3 coins: TTT  w (0.125), HHH  h (0.125), THH,TTH (0.75)  sd
 Limbs: 1 coin: T  m (0.5), H  w (0.5)
Fired without a scope:
 Head: 2 coins: TT  m (0.25), HH  h (0.25), TH  sd (0.5)
 Torso: 3 coins: HHH  m (0.125), TTH  w(0.375), THH  h (0.375), TTT (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:
TTT (0.125)  m (target avoided the explosion and shrapnel)
TTH (0.375)  w
THH (0.375)  h
HHH (0.125)  sd
close quarters (trenches, corridors):
TTT (0.125)  m
THH (0.375)  h
TTH, HHH (0.5)  sd
# Rocketpropelled grenade launchers, artillery shells, tank and aircraft rounds
(This section is very simplified because these rules are mostly for firearm combat)
TTT (0.125)  m
HHH (0.125)  h
TTH, THH (0.75)  sd
D) Melee
# Entrenching shovel, knife (3 coins)
HHH (0.125)  m
THH (0.375)  w
TTH (0.375)  h
TTT (0.125)  sd
# Attached bayonet (3 coins)
THH (0.375)  m
HHH (0.125)  w
TTT (0.125)  h
TTH (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; 04012011 at 06:37 AM..
