Background Image

The Europan Conflicts AHRP OOC/Planning Thread

Discussion in 'Role Playing' started by CommissarGaunt, Jun 19, 2016.

  1. Leusis DeezNuts Subordinate

    I thought of it more as Errmanno was almost done with that section of the rzor wire so getting out wasn't as difficult as it could have been. On the other hand Malcom was a good bit behind Errmanno so he had to drag himself through quite a bit of razor wire, thus why hes bleeding so much. Only thought that much damage fit for a -12 roll lol
  2. [​IMG]
  3. I'm working on the full core rule set and a bestiary for enemy's with variant so it's easier to generalize them. The stats for them are subject to change until completed but for now use the TDT for the given values and equipment.

    Should have it completed by tomorrow evening, heading to bed now after dropping the outline for it. Empire units due to their heavy German heritage use standard Wehrmacht rankings and desiginations in addition to speaking a mix between German and Prussian. Principality forces are generically English with a mix of Italian while CAS are generically English and French. American Federation are English. Imperial Empire of Japan are Japanese....literally nothing has changed for them almost. (Just like Dickens "Man in the High Castle" with Canada)
  4. *wakes up*
    "Just some more posts over night nothing much"
    *sees new gm post*
    [​IMG]
    Well that happened.....
    DeezNuts and kanila like this.
  5. kanila kanila Subordinate

    Does taking a turn to aim give a + to the player's next shot? Also if someone were to use their turn to do suppressing fire, would that give a bonus + to the firers after that post? Sorry for the multiple posts. Looking through our stats, it's gonna require some REALLY good rolls for us to hit. And we will probably struggle in close combat. Purely based on stats of course.

    Can't fault me for looking for any advantage I can take can you? Please don't smite me! Just trying to think outside the box!
  6. Aiming your weapon gives a +10 bonus towards you next shot to hit while suppressing fire depending on the weapon will do one of three things:
    • Single shot in the general area makes the shooter quickly take their shot reducing accuracy by -10
    • Multiple shots prevent an attack from being made while the shooter hits the deck and waits for you to reload or will counter with a grenade variant. In the event they are heavily armoured, they will not take cover and most likely respond by targeting you specifically.
    • Fire from machineguns or close ranged rapid fire weaponry will automatically force most enemys to hit the dirt and they will not attack. Again, heavily armoured infantry will most likely still attack you but will hunker down to minimize their profile.
    If you're attacking an Alchemist, most likely they will ward themselves preventing them from attacking but also negating all damage by -40 unless it has an AP value of 10+ since wards slow down projectile speed by 75% essentially allowing you to *Insert Dancing Queen here* slide through it like a mofo.

    MRW I'm in a slow ship dodging torpedoes:

    View: https://www.youtube.com/watch?v=tDhV1B-5klU
  7. Leusis DeezNuts Subordinate

    Alchemists can just ward themselves like that? Regardless of what school or how good they are?
  8. We are against enemy super alchemists that know kung fu.
  9. Every Alchemist that attends a College or Academy is first taught defensive powers to protect themselves. These range from physical wards which can be mathematical algorithms engraved into their armour or rune carved crystals embedded in a weapon to control wayward energy to them actually manifesting their power to create a visible ward such as encasing themself in a shield of pure fire or creating a whirlwind around them.

    The more veteran an alchemist, the more powerful and exotic the wards become whereas a regular barely trained novice will probably carry a ward stone on them designed to negate simple powers and attacks.

Share This Page