I want to cover the mechanics and stats behind a few of the games other systems, the Shielding Units, Quick Item slots and what they mean, and a little about using a cover system.
Shielding Units
Designed to both increase the difficulty of the player and increase their ability to survive, I've implemented a personal shield technology to buffer the character's health. The shield has a maximum amount of damage it can sustain before it is overloaded, a max HP if you will. When it overloads, the shield goes into a three turn cool down(calculate alternately by a set number of full-actions). After the cool down is finished, the shield recharges it's HP in a set amount per turn or full-action. So here's an example:
The character storms an enemy base, and one of the guards has a shield. On his turn, he exits cover and fires two bursts from his Kerstall Arms Fenrir, hitting 14 against 8 and 15 against 8. He deals 11 damage in each shot, breaking the opponents shield(Prometheus Stratus 20HP/5PRecharge). Because the character is using cover, the opponent is able to make a Pinning Shot attempt, and does so(a full-auto attack on an opponent in cover, if the character fails a reflex save against the attack, then they are pinned until the attacker's next turn). He keeps the character pinned for three turns, allowing his shield to begin regenerating(and he's probably low on his clip). He moves in towards the character, provoking an attack of opportunity. The character hits and breaks the 5HP on the shield. The attack interrupts the movement and it's now the character's turn. Two close range burst-fires easily put the unshielded opponent down.
A 3 turn cool down may seem excessive to some, but it gives you room to make various grades of shields. Some shields will have quicker cool downs, another a faster recharge rate. Shields also have varying strengths, or HP. Prometheus, Intellitron, and Connasin all are shield-unit production companies.
Quick Items and Equipment
It would be considered a full round action for a character to go through their bag and pull out something, so things like holsters special pockets allow the character to draw items and weapons more easily, as a standard action or a free-action with the Quick Draw trait. To reload as only a standard action(or free-action(Nimble Hands)), the character should have a clip in a quick item slot, assume that the slot could carry at least two. An easy way to do this is through gear or apparel, so here are a few examples:
Equipment Harness: 2 Quick Weapon Slots, 2 Quick Item Slots
Quick Belt: 2 Quick Item Slots
Bandoleer: 3 Quick Item Slots
Trooper Harness: 3 Quick Weapon Slots, 3 Quick Item Slots
Holster: 1 Quick Weapon Slot
Weight Harness: +20lb Carrying Capacity, +10 Light Load Limit
Cover Hardness
When using cover, the integrity of the cover itself can and should be taken into consideration. This is easily done by assigning a Hardness value, and possibly an HP value as well. Hardness for a thin metal sheet(1") would be 10, and for a wooden sheet of 2" would be a Hardness of 5. An ability such as Piercing Shot(Heavy Weapons, MGs) allows the character to make an attack against an opponent behind cover(did not exit cover during his turn), firing into the cover. The attack ignores 5 points of Hardness, and has a -3 penalty to hit. Damage greater than the Hardness rolls over into damage against the target.
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