Site hosted by Angelfire.com: Build your free website today!

Battle System Rules




General Rules





All necessary modifiers are to be multiplied to give the final hitprobability (HITPRO)

For example if the final hitprobability is 0.1 and you shoot 10 shots then only one will hit.
Example:
weapon skill 0.25; weapon accuracy 0.5 at 100 m; 50m distance; you are running; dodging; night; against stationary target
then
your hitprobability is 0.25*0.5*100/50*0.7running*0.8dodging*0.5night=0.07
your being hit is (enemy skill)*(enemy weapon accuracy)/50*0.85running*0.8dodging*0.5night


weapon/shooting skill for 1 m^2 target (human)
Hit is on target!
child/weapon-phobist 0.1 (at 10m pistol, at 100m rifle)
average person 0.25 (at 10m pistol, at 100m rifle)
trained/soldier 2/3 (at 20m pistol, at 200m rifle)
mercenary 3/4 (at 20m pistol, at 200m rifle)
veteran 5/6 (at 20m pistol, at 200m rifle)
elite 6/7 (at 20m pistol, at 200m rifle)
Targetsize multiplied by the hit probability!
Targetsize-rule only when on foot without using mechas.
Targetsize-rule does not apply when using a mecha or any vessel!
Mecha gunner skill overides in mecha use.


weapon accuracy
Formula:
weapon-hitprobability / distance
Example
hitprobability 0.5 at 100 m
then for 200 m
(0.5 * 100) / 200 = 0.25


Movement modifier
depends on movement difference of both sides
stationary/equal no modification
-------attacker--target
walk -10% -5%
jog -20% -10%
run -30% -15%
sprint/jump -50% -25%
flying -50% -25%
Example
If you are stationary and the target walks then you have 95% chance modification.
If you walk while attacking then you have 90% chance modification.


additional movement modifier
-------parry--dodge
walk none none
jog -10% -10%
run -20% -20%
sprint -30% -30%


Aiming modifier
aiming +5%
rapid fire -25%
quick shot -50%


weather condition modifier
space (optical only) +900%
space (bullets/shells) +10%
space (beam) +5 %
night -50%
dawn, dust -25%
fog, dust cloud -25%
from dark at a lightsource +10%
into darkness -25%


situation modifier
against a lightsource/blinded/cannot see target -50%
flank attack +15%
rear attack +25%
surprise attack +25%
fast drawn weapon -25%
weak-handed -25% (eg you are right handed and use your left hand)
underwater (thrust only) -35%
moving raid/fast strike -25%
confusion factor -25%


combat action modifier
feint(attacker/defender) -10%/-25%
strike&parry or parry&strike -25%
strike&dodge -25%
multiple parry -10% each
parry head strike -25%



Pilot Rules


experience modifier
experience point (EX)=number of kills

current skill = (starting skill)+(1 - exp(-EX/10))*(1-(starting skill))
= 1 + ((starting skill)-1) *(1 - exp(-EX/10))


Piloting/Gunner skill (two different skills, same system)
basic starting skill
untrained normal person 0.2
natural genius 0.5
trained 0.7
skilled 0.8
elite/veteran/AI 0.9
seasoned veteran 0.95
ace 0.97
perfect 1.0


environment piloting skill penalty
ground: none
space: -(1-(current skill)/2)
atmospheric flying: -(1-(current skill)/4)


agility/movement penalty
open area: none
urban/light forest/sand/rough/hills: -10%
uphill=%upward=tangents of angle: -tan(alpha)
heavy forest: -30%
jungle: -50%
water: -50%
sump: -80%


Whenever the cockpit receives internal damage you roll one dice to determine the damage a pilot receives. You will add this to his healt status and determine his consciousness status as below.

Character health Each character has 20 damage points each is related to consciousness numbers.
Each time the character receives damage you roll 2 dices.
If the dice is equal or higher than the related damage than the character stays conscious. If the character becomes unconscious than roll dices at the begining of a turn to determine if the character becomes conscious again.
Of course losing consciousness or being dead disables the mecha.
Once the character receives 6 damage points his ability to work is 50%.
You will have to roll dices at the begining of a turn to determine if he is able to do something.
total damage consciousness skill
1-3 1 4-5 2 6-7 3 8-9 4 10-11 5 12-13 6 50% 14-15 8 16-17 10 18-19 11 20 dead



Mecha Rules








Long distance shooting or without aiming on parts
Except for sniper weapon aiming on parts only allowed within 1/2 altitude/effective range.
after you have calculated the hitprobability
you will determine where you hit with this table for each shot
1st dice
1-3 upper half
4-6 lower half
2nd dice
---upper--- lower half
1 left arm left leg
2 left torso left hip
3 cockpit foot
4 right torso right hip
5 right arm right leg
6 head gyro
if an arm or leg is hit
3rd dice
1-2 hand or foot
3-6 arm or leg


armor/internal damage evaluation 100 damage points = 1 damage box of armor or internal

Shield coverage
front 100%
shield holding side 100%
none shield holding side 50%
overhead 100%
As long as a shield has armor boxes left, it will absorb 100% or 50% attack damage.

These rules do not apply to cutting weapons!
An attack which does 3 damage boxes results in one critical hit box to internal system of that part. If needed roll dice for hand or foot as above.
3 critical hit boxes to torso or hip will result in one critical hit box to the cockpit.
3 critical hit boxes to arm or leg will result in one critical hit box to torso or hip.
Every second critical hit box to the cockpit is recorded as a reactor hit box.
Reactor will explode once reactor receives 3 critical hit boxes.
2 critical hit boxes to the cockpit will disable the computer and lifesupport.
3 critical hit boxes to the cockpit will disable all control systems.
Every critical hit box to the head effects senors and result in accuracy penalty of -[(3^(# of crit box)+(# of crit box)*15]%
If all armor boxes of a part have been hit then any further damage points are internal.
If all critical boxes of a part have been hit then it is considered to be lost.
No armor damage box is lost or exhanged for an internal box! They generate critical damage.
For every half internal damaged leg there is an agility penalty of -15% in space/air or -23% on ground.
This means that agility is at 40% if all legs are lost in space.
A half damaged gyro results in agility penalty of -30% in space or -45% on ground.
If an arm is half damaged then there is a hand weapon (accuracy) penalty of -50%.


reactor hit output/agility penalty agility is reduced by -[(4^(# of crit box)+(# of crit box)*15]%

Aiming
Aiming penalty depends on distance in low firing rate.
Except for sniper weapon aiming on parts only allowed within 1/2 altitude/effektive range.
mecha distance 10x
-------on foot----mecha
up to 10m none none
100m 1/5 1/5 without optical aid
100m 1/3 1/3 with optical aid
>200m optical aid necessary
How to use:
(shooting or gunner skill)* 100/distance * value
Example:
on foot;skill 0.5; distance 200m; no scope
0.5* 100m/200m * 0.2 = 0.05 * firing rate
mecha; skill 0.5; distance 2000m; no optical aid
0.8* 1000m/2000m * 0.2 = 0.08 * firing rate


Munition damage power bullets/shells: damage points=caliber rockets: damage points=caliber*1.4 missile: damage points=caliber*1.2 Bazooka rocket: damage points=caliber*1.5

Missiles
Missiles do 100% of their damage points to stationary targets.
Missiles do 90% of their damage points to moving targets as many use fractmentation.
Exceptions will be stated with the missile.
Missiles can't hit at a certain close range as their engine needs to fire up, hence they are not able to maneuver yet.
They hit rate increases as the engine gives them more energy. Once the engine burns out their hit rate decreases quickly.
Missiles cannot maneuver in space after burn out.
Missiles can maneuver in an atmosphere after burnout using their wings.
Exceptions (wingless) missiles will be stated with the weapon.
At a certain range their hit rate is only 50%.
If a single missile is shot at that range then roll a dice to determine if it hits or not.
For multiple missiles just multiply the hitpro with the total number of missiles to determine how many do hit.


Rockets
Bazooka rockets are considered rockets!
Rockets are dumb projectiles that always deliver 100% damage.
Rockets are like bullets and can hit at any range once they are fired.
Rockets to not maneuver.
Their performance is range dependent and always works the same in space or atmoshpere.
At a certain range their hit rate is only 50%.
If a single rocket is shot at that range then roll a dice to determine if it hits or not.
For multiple rockets just multiply the hitpro with the total number of missiles to determine how many do hit.


Blade weapons Armor damage do not generate critical damage! Blade weapons do not transfere damage to another part of the target mecha. If the target part is destroyed or cut off during the attack, all excess damage points are lost. If cutting on armor 1/4 of damage points is done to internal; excess damage points go to internal. If cutting on non-armor then all damage points are done on internal. Piercing depends on individual weapons!