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Good Military/Hard Sci-Fi RPG?
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<blockquote data-quote="Aussiegamer" data-source="post: 3051651" data-attributes="member: 19601"><p>I have not posted them on site yet but will soon.</p><p></p><p>its still grid based, craft have facings, and top bottom. I have put altitude into the game as well, but you can drop back to 2d and still use it.</p><p></p><p></p><p>The pilot can move the craft and all stunts are then checked with a mod increasing with each stunt done</p><p></p><p>Ships can vary in size from 6m to 80km long and have volume, thus can be pencil shaped to cube.</p><p></p><p>weapon size sets the TH mod.</p><p></p><p>weapon damage steps up with size, thus a large might do 3d8 then huge does 4d8.</p><p></p><p>armour is divided into AC and DR.</p><p></p><p>Automatic fire is completely different to modern, it is broken into normal and suppressive. Normal broken into tight and loose, bacisally you get a bonus TH or damage not both.</p><p></p><p>It is still in development, I am changing criticals to damage slots. No bonus damage like creatures.</p><p></p><p>No critical confriamations, its all one die.</p><p></p><p>Seperate areas, so not just shooting at a target. </p><p></p><p>I have not yet moved over my new creature rules for stance and such, but that will really bring some new fun to the game.</p><p></p><p>Like creatures the initiative order alters with actions during the game. </p><p></p><p>I can see a problem with that, and I can see that the commander orders a certain style of stance etc and the ship does that. I would have all PCs use their own initiative from the NPC crew though.</p><p></p><p>Other than that it runs as per creatures really. If a gun is built with a facing that a gunner can see then they get their normal attacks. The craft is NOT considered a creature, each gunner has their normal FRA, like the pilot.</p><p></p><p>The repair system is being changed, from instant repairs with a simple check to more long term fixes required, so repair in combat is going to be harder but not impossible.</p><p></p><p>The ships can have several different shield types, which can regenerate during combat.</p><p></p><p>The changes to my TH system can be adapted back to standard d20, as I have used a combo of str and dex not dex for ranged and str for melee.</p><p></p><p>hay an questions then post them at RPG Projects I am more than willing to answer and help. I need the feed back to help finish the system <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Aussiegamer, post: 3051651, member: 19601"] I have not posted them on site yet but will soon. its still grid based, craft have facings, and top bottom. I have put altitude into the game as well, but you can drop back to 2d and still use it. The pilot can move the craft and all stunts are then checked with a mod increasing with each stunt done Ships can vary in size from 6m to 80km long and have volume, thus can be pencil shaped to cube. weapon size sets the TH mod. weapon damage steps up with size, thus a large might do 3d8 then huge does 4d8. armour is divided into AC and DR. Automatic fire is completely different to modern, it is broken into normal and suppressive. Normal broken into tight and loose, bacisally you get a bonus TH or damage not both. It is still in development, I am changing criticals to damage slots. No bonus damage like creatures. No critical confriamations, its all one die. Seperate areas, so not just shooting at a target. I have not yet moved over my new creature rules for stance and such, but that will really bring some new fun to the game. Like creatures the initiative order alters with actions during the game. I can see a problem with that, and I can see that the commander orders a certain style of stance etc and the ship does that. I would have all PCs use their own initiative from the NPC crew though. Other than that it runs as per creatures really. If a gun is built with a facing that a gunner can see then they get their normal attacks. The craft is NOT considered a creature, each gunner has their normal FRA, like the pilot. The repair system is being changed, from instant repairs with a simple check to more long term fixes required, so repair in combat is going to be harder but not impossible. The ships can have several different shield types, which can regenerate during combat. The changes to my TH system can be adapted back to standard d20, as I have used a combo of str and dex not dex for ranged and str for melee. hay an questions then post them at RPG Projects I am more than willing to answer and help. I need the feed back to help finish the system :) [/QUOTE]
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