Futuregang Shitfest: Difference between revisions

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==Gameplay==
==Gameplay==
Determine who goes first randomly. Players take turns activating dudes, who may move, then shoot. If a dude attempt to move over an obstacle or climb a wall, he must pass a Tactics check of difficulty equal to the obstacle's height divided by 5. Resolve shooting by making a Shoot check using the weapon's accuracy table, using the hit table on a success.
Determine who goes first randomly. Players take turns activating dudes, who may move, then shoot. If a dude attempt to move over an obstacle or climb a wall, he must pass a Tactics check of difficulty equal to the obstacle's height divided by 5. Resolve shooting by making a Shoot check using the weapon's accuracy table, using the hit table on a success.
If a targeted dude's base is partially obscured from the shooter's point of view, the target has cover. This usually effects hit tables.


If a dude moves into base contact with an enemy dude, the enemy dude counts as being activated and may not take further actions this turn.
If a dude moves into base contact with an enemy dude, the enemy dude counts as being activated and may not take further actions this turn.

Revision as of 10:10, 13 August 2012

Stats

Fight: Melee fighting accuracy Shoot: Ranged weapon accuracy Move: Movement range Armor: Damage reduction Tactics: Reaction and reliability

Starting Gangs

Starting gangs receive 3 henchmen with 1s in every stat but Move, in which they have a 15. They also receive two heroes, one of which is the leader. Gang members that have line of sight to the leader can use the leader's Tactics stat for their own checks. Both heroes start with the same stats as henchmen, but has two stat point upgrades to divide between them.

Purchasing Equipment

  • Fist - 1 hand, 0 points
  • Hand Weapon - 1 hand, 1 point
  • Power Weapon - 1 hand, 2 points
  • Pistol - 1 hand, 2 points
  • SMG - 2 hands, 3 points
  • Rifle - 2 hands, 3 points

Checks

Roll a d6, add the relevant stat, and compare to the Difficulty. If the total roll is equal or higher, the Check succeeds.

Gameplay

Determine who goes first randomly. Players take turns activating dudes, who may move, then shoot. If a dude attempt to move over an obstacle or climb a wall, he must pass a Tactics check of difficulty equal to the obstacle's height divided by 5. Resolve shooting by making a Shoot check using the weapon's accuracy table, using the hit table on a success.

If a targeted dude's base is partially obscured from the shooter's point of view, the target has cover. This usually effects hit tables.

If a dude moves into base contact with an enemy dude, the enemy dude counts as being activated and may not take further actions this turn.

Once all dudes have been activated, resolve all melee combats between dudes in base contact. Each dude rolls a fight check. If his total is higher than an opponent in base contact, he may roll on the hit table of his weapon to determine damage to that enemy. Multiple weapons may result in multiple hits.

Start over and repeat as necessary.

Weapon Stats

Fist

  • 3-: No effect
  • 4-5: Stunned
  • 6+: Incapacitated

Hand Weapon

  • 2-: No effect
  • 3-4: Stunned
  • 5+: Incapacitated

Power Weapon

  • 2-: No effect
  • 3: Stunned
  • 4-5: Incapacitated
  • 6+: Dead

Pistol - Accuracy

  • 10- cm - 6
  • 10-20 cm - 5
  • 20-30 cm - 4
  • 30-40 cm - 5
  • 40-50 cm - 6

Pistol - Hit

  • 5-: Suppressed
  • 6+: Incapacitated

SMG - Accuracy

  • 10- cm - 6
  • 10-20 cm - 5
  • 20-30 cm - 4
  • 30-40 cm - 5
  • 40-50 cm - 6
  • Special - The SMG rolls 3 times on this table, resulting in a maximum of 3 hits.

SMG - Hit

  • 5-: Suppressed
  • 6+: Incapacitated

Rifle

  • 10- cm - 6
  • 10-20 cm - 5
  • 20-50 cm - 4
  • 50-60 cm - 5
  • 60+ cm - 6

Rifle - Hit

  • 4-: Suppressed
  • 5+: Incapacitated

Status Effects

Stunned - Stunned dudes can take no actions, and are automatically incapacitated if hit with an attack. Activating a stunned dude ends this status effect.

Incapacitated - Incapacitated dudes are removed from the game.

Dead - Dead dudes are removed from the game and the gang's roster.

Suppressed - Suppressed dudes who are in cover in relation to the shooter count as activated, unless they succeed at a Difficulty 4 Tactics Check. Suppressed dudes outside of cover from the shooter are incapacitated unless they can succeed at a Difficulty 4 Tactics Check, activate, and move to a location where they have cover from the shooter.