Post by Gravedust on Oct 19, 2016 10:32:59 GMT -8
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HOW ROLLS ARE MADE============================================
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All rolls are made with 1-5 D20s. Success is determined by rolling a result that is equal to or higher than a Difficulty number.
Bonuses or penalties may be applied to either the roll results or the Difficulty.
The number of dice rolled usually corresponds to a Stat the soldier performing the action has. For instance, if a Soldier with a Gunnery score of 3 was firing their vehicle weapon, the would roll 3D20, while a soldier with a Gunnery of 1 making that same shot would only roll 1D20.
This is denoted below as D20*[#(Stat)] as in, roll a number of d20s equal to the listed stat's score. If any one succeeds the roll passes.
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Geist rolls: By default, Geist roll 1D20 for all rolls.
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STANDARD ATTACK ROLL
Used to see if a shot hits.
For Firearms Weapons:
D20*[#Firearms] vs. [Range to target]+[Target Evasion]+[Target Cover]
For heavy or vehicle-mounted Weapons:
D20*[Gunnery] vs. [Range to target]+[Target Evasion]+[Target Cover]
Any natural 20 always results in a hit.
In both cases, if the shooter does not move during their turn, they gain an extra D20 for these rolls.
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SOLDIER STUN/WOUND/KILL ROLL
D20 x [#Defense] vs [Attack Damage]
If roll succeeds, the soldier is Stunned.
If the roll fails, the soldier is Wounded.
The Wound counter is set to ([Attack Damage/2] + [D20/2])
The same roll D20*[#Defense] vs. [Attack Damage]) is made again, and if it is failed again, the soldier is killed.
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GEIST KILL ROLL - M AND S CLASS
(On a successful hit)
D20 + [Defense] vs. [Attack Damage]
If the roll fails the Geist is killed.
If it succeeds they are not harmed.
GEIST KILL ROLL - G CLASS
On a successful hit, G-class health is reduced by the amount of attack damage, minus the Geist's armor.
If the G-class's health reaches 0 it dies.
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BALLISTIC/INDIRECT HIT ROLL
D20*[#Gunnery] Vs. [Difficulty]
If the roll succeeds, shot hits on target square.
If roll fails, Roll D20/2, apply Numpad scattering. Reroll 5 and 10.
Distance from target point is [1D20/5], but cannot be higher than the weapon's Drift number, if there is one.
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AOE MISS ROLL
For when a weapon that is AOE but not ballistic (such as a Rocket or an HE cannon shell) misses it's target.
The round will land either short or long, and explode at that location.
Roll 1D20. If the result is 11 or higher, the round flies long (along the path of the shot) by [1D20/4] squares, or until it reaches the weapon's maximum range, or until it strikes a vehicle or building. Otherwise the round lands short by [1D20/4] squares and explodes in that location.
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BLAST ATTACK
Made by all units in a AOE's area of effect to determine if they were hit or not.
For Soldiers and M-and S-class Geist --------------
1d20+[Defense]+[Cover] vs. [Blast]
If the roll is failed the unit takes damage.
On a success, there is no effect.
For Vehicles and G-class Geist---------------------
Vehicles are automatically hit by Blast attacks, and take damage to each compartment.
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PILOTING ROLL
Difficulty modifiers
(Ground Vehicles)
Rolls are only needed if the driver is stunned the vehicle has taken damage that increases the driving Difficulty, or in inclement terrain.
[Vehicle difficulty]+[Terrain difficulty]+[Damage penalties]
If the roll fails:
Vehicle only moves 1/2 the intended distance and takes [1D20] damage to a random compartment.
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(Flying vehicles)
Rolls are only needed if the vehicle is flying near terrain, or has a compartment destruction penalty that increases the piloting difficulty. Rolls are also needed when landing or if the altitude difference between the vehicle and terrain is two or less.
D20*[#piloting] Vs. [Vehicle difficulty] + [1 for each adjacent square that borders terrain with a height equal to or higher than the vehicle's altitude.]
Note that if a flying vehicle's move takes it through multiple areas with adjacent terrain, the roll is made using the part of the move with the highest number of adjacent squares. (Basically you roll against the most difficult part of the move. )
If the roll fails:
Vehicle moves as normal but loses [1D20/4] altitude. If this results in contacting terrain vehicle Crashes, taking [1D20] damage to a random compartment for each altitude level traversed and for each forward square travelled that turn before striking terrain. Vehicle occupants are hit once for [1D20] damage if there is a terrain strike, and again every time the compartment they are in takes damage from the random rolls.
Note that if a flying vehicle's move takes it through multiple areas with adjacent terrain, the roll is made using the part of the move with the highest difficulty. (I.e. the point with the most adjacent terrain squares)
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RUNNING OVER ENEMIES
Roll D20*[#driving skill] Vs. Target's Defense or Evasion, (whichever is higher)
On a success, enemy is crushed (but still receive a free attack).
On a failure, enemy gets a free attack and climbs onto hull.
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BUILDING COLLAPSE ROLL
For each unit inside the collapsing building. Roll 1D20 Vs. [the number of squares that make up the building]
If the roll fails, the unit is killed. Any units that survive this roll are Stunned.
HOW ROLLS ARE MADE============================================
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All rolls are made with 1-5 D20s. Success is determined by rolling a result that is equal to or higher than a Difficulty number.
Bonuses or penalties may be applied to either the roll results or the Difficulty.
The number of dice rolled usually corresponds to a Stat the soldier performing the action has. For instance, if a Soldier with a Gunnery score of 3 was firing their vehicle weapon, the would roll 3D20, while a soldier with a Gunnery of 1 making that same shot would only roll 1D20.
This is denoted below as D20*[#(Stat)] as in, roll a number of d20s equal to the listed stat's score. If any one succeeds the roll passes.
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Geist rolls: By default, Geist roll 1D20 for all rolls.
--------------------------------------------------------
------------------------------------------------------------
STANDARD ATTACK ROLL
Used to see if a shot hits.
For Firearms Weapons:
D20*[#Firearms] vs. [Range to target]+[Target Evasion]+[Target Cover]
For heavy or vehicle-mounted Weapons:
D20*[Gunnery] vs. [Range to target]+[Target Evasion]+[Target Cover]
Any natural 20 always results in a hit.
In both cases, if the shooter does not move during their turn, they gain an extra D20 for these rolls.
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SOLDIER STUN/WOUND/KILL ROLL
D20 x [#Defense] vs [Attack Damage]
If roll succeeds, the soldier is Stunned.
If the roll fails, the soldier is Wounded.
The Wound counter is set to ([Attack Damage/2] + [D20/2])
The same roll D20*[#Defense] vs. [Attack Damage]) is made again, and if it is failed again, the soldier is killed.
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GEIST KILL ROLL - M AND S CLASS
(On a successful hit)
D20 + [Defense] vs. [Attack Damage]
If the roll fails the Geist is killed.
If it succeeds they are not harmed.
GEIST KILL ROLL - G CLASS
On a successful hit, G-class health is reduced by the amount of attack damage, minus the Geist's armor.
If the G-class's health reaches 0 it dies.
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BALLISTIC/INDIRECT HIT ROLL
D20*[#Gunnery] Vs. [Difficulty]
If the roll succeeds, shot hits on target square.
If roll fails, Roll D20/2, apply Numpad scattering. Reroll 5 and 10.
Distance from target point is [1D20/5], but cannot be higher than the weapon's Drift number, if there is one.
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AOE MISS ROLL
For when a weapon that is AOE but not ballistic (such as a Rocket or an HE cannon shell) misses it's target.
The round will land either short or long, and explode at that location.
Roll 1D20. If the result is 11 or higher, the round flies long (along the path of the shot) by [1D20/4] squares, or until it reaches the weapon's maximum range, or until it strikes a vehicle or building. Otherwise the round lands short by [1D20/4] squares and explodes in that location.
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BLAST ATTACK
Made by all units in a AOE's area of effect to determine if they were hit or not.
For Soldiers and M-and S-class Geist --------------
1d20+[Defense]+[Cover] vs. [Blast]
If the roll is failed the unit takes damage.
On a success, there is no effect.
For Vehicles and G-class Geist---------------------
Vehicles are automatically hit by Blast attacks, and take damage to each compartment.
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PILOTING ROLL
Difficulty modifiers
(Ground Vehicles)
Rolls are only needed if the driver is stunned the vehicle has taken damage that increases the driving Difficulty, or in inclement terrain.
[Vehicle difficulty]+[Terrain difficulty]+[Damage penalties]
If the roll fails:
Vehicle only moves 1/2 the intended distance and takes [1D20] damage to a random compartment.
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(Flying vehicles)
Rolls are only needed if the vehicle is flying near terrain, or has a compartment destruction penalty that increases the piloting difficulty. Rolls are also needed when landing or if the altitude difference between the vehicle and terrain is two or less.
D20*[#piloting] Vs. [Vehicle difficulty] + [1 for each adjacent square that borders terrain with a height equal to or higher than the vehicle's altitude.]
Note that if a flying vehicle's move takes it through multiple areas with adjacent terrain, the roll is made using the part of the move with the highest number of adjacent squares. (Basically you roll against the most difficult part of the move. )
If the roll fails:
Vehicle moves as normal but loses [1D20/4] altitude. If this results in contacting terrain vehicle Crashes, taking [1D20] damage to a random compartment for each altitude level traversed and for each forward square travelled that turn before striking terrain. Vehicle occupants are hit once for [1D20] damage if there is a terrain strike, and again every time the compartment they are in takes damage from the random rolls.
Note that if a flying vehicle's move takes it through multiple areas with adjacent terrain, the roll is made using the part of the move with the highest difficulty. (I.e. the point with the most adjacent terrain squares)
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RUNNING OVER ENEMIES
Roll D20*[#driving skill] Vs. Target's Defense or Evasion, (whichever is higher)
On a success, enemy is crushed (but still receive a free attack).
On a failure, enemy gets a free attack and climbs onto hull.
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BUILDING COLLAPSE ROLL
For each unit inside the collapsing building. Roll 1D20 Vs. [the number of squares that make up the building]
If the roll fails, the unit is killed. Any units that survive this roll are Stunned.