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Botsa SD [CRUNCH]

Started by the_taken, February 25, 2008, 05:49:15 PM

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the_taken

My giant freaking robots game has gone a long way since the beginning of the project. Among other things, it's gone from a arbitrary levels and power ups system similar to what you get in most pen and paper RPGs, to something similar to what you would find in a table top war game like Warhammer or BattleTech. Mechanically it's getting close to finished. I can say with confidence that I can build a mech and equipt it using the rules I have so far, although some of the weapon rules still needs some attention.

I could also use some proof reading to make sure everything that can be clear is clear.

I now present to you the rules so far:
[spoiler=Entity Rules]Every player control one or more entities identified as either mechs or ships in a tactical scenario represented by a hex grid map. The map may or may not be populated by environmental features, as well as the entities.
In addition to being present in a single hex on the map, every entity also has a direction it is facing, corresponding to one face of the hex it occupies.

The map's hexes represent abstract distance that are referenced as "hex".

Mechs
Every mech has eight (8) hit locations. Each of these corresponds to an area of the mech that one or more abilities are linked to.
Every hit location has am arbitrary number of points that represent it's armor (AP). When a hit location's AP is equal to zero (0), such as when a mech has been subjected to a number of attacks, the corresponding abilities are no longer available for use.
Every mech a has supply of energy (E) that they allocate and expend to their abilities to use them.

Starships
Every starship has a variable number of hit locations. Each of these corresponds to an area of the ship that one or more abilities are linked to.
Every hit location has am arbitrary number of points that represent it's armor (AP). When a hit location's AP is equal to zero (0), such as when a ship has been subjected to a number of attacks, the corresponding abilities are no longer available for use.
Every ship a has supply of energy (E), and a numerical representation it it's man power (Crew) that it has allocated and expended to its abilities to use them.

The maximum amount of E a mech or ship can have is represented by the size of its battery (B)

Swarm Type Entities
Any one of these could either represent a small mech or starship, but are of such simplicity that they have their own entry.
Every Swarm Unit has three (3) hit locations. Each of these represent an ability the entity has (existence, movement, attacks).
Every hit location has am arbitrary number of points that represent it's armor (AP). When a hit location's AP is equal to zero (0), such as when the Swarm Type Unit has been subjected to a number of attacks, the corresponding abilities are no longer available for use.[/spoiler]
[ic=The Combat Round]
    *Initiative Phase*Resource Allocation Phase*Movement Phase*First Shooting Phase*The Shortest Phase*Second Shooting Phase*Restoration Phase
[spoiler=Initiative Phase]In this phase, every entity participating determines their initiative.[note]I'm still note sure how to do this, but I know that missile will have have a static initiative that will be off the RNG for most units.[/note][/spoiler]
[spoiler=Resource Allocation Phase]Check every entity's AP values. If a hit location has no AP, then all of that hit locations corresponding abilities are no longer available for the round.
In this phase, mechs and starships allocate resources such as E and Crew to abilities in order to perform actions in the following phases. They do this in order of initiative, starting with the entity that has the worst value, and continuing with the progressively better value..
Swarm Type Entities skip this phase, since they do not have E or B values.[/spoiler]
[spoiler=Movement Phase]
In this phase, entities change their position by the amount of hexes they are allowed to move based apon the nature of their movement ability and E allocated to it. They do this in order of initiative, starting with the entity that has the worst value.[/spoiler]
[spoiler=First Shooting Phase]
In this phase, entities make use of their attack abilities, provided they allocated E to them, starting with the entity with the best initiative value.[/spoiler]
[spoiler=Shortest Phase]In this phase, entities that are allowed to change their face, recoil penalties are reset, and environmental features have their special effects calculated. They perform their actions in order of initiative, beginning with the worst value.
Check every entity's AP values. If a hit location has no AP, then all of that hit locations corresponding abilities are no longer available for the round.[/spoiler]
[spoiler=Second Shooting Phase]In this phase, entities make use of their attack abilities for the second time, provided they still have allocated E to them, starting with the entity with the best initiative value.[/spoiler]
[spoiler=Restoration Phase]
Check every entity's AP values. If a hit location has no AP, then all of that hit locations corresponding abilities are no longer available for the round.
In this phase, entities have their automatic abilities take effect, replenish their specific amount of E, all Crew become unallocated, and all recoil penalties are reset.[/spoiler][/ic]
[ic=Using a weapons]Assuming E is allocated to an attack ability, it can be used in either (or both) shooting phases to affect an entity's AP values.

When an entity's turn to use it's attack abilities show up, which abilities, the number of times they are used, and their intended targets are declared.
To determine whether a an ability is successful, the user first makes an attack roll. The attack roll is (normally) four (4) six sided dice that are rolled and summed up. If the result is higher than the target's to-hit score, then the ability was successfully used against the target, which then looses AP on a hit-location.
Attack abilities may also have additional effects, or conditional application. The most common two being recoil and energy.

Recoil: A value which is subtracted from the attack roll's result every time the ability is used.
Energy Attack: An attack that first affects energy shield before a hit location can be affected.[/ic]

...will add and edit later, this has taken longer than I thought...