Cloaked War
Posted: Wed Jul 09, 2014 5:14 pm
So I started an improv homebrew DnD/Dark Heresy style RP with Des, Tau, Solar, and Dayn. They're a team from (insert shadow organization here), attempting to repel an alien invasion, or maybe just steal their stuff for their organization.
This thread is for reference, and if you want to join, I shall PM you where we play.
Players, AESIR group:
Tau - Marksman, 44 Aim, 39 Willpower, 15 Evade. 7.62 BR, 1 grenade. 7 HP. 4 missions complete.
Desdenova - Berserker, 32 Aim, 45 Willpower, 20 Evade. M1019 Shotgun, 2 grenades. 7 HP. 3 mission complete.
Fenway - Engineer, 32 Aim, 39 Willpower, 15 Evade. 5.56 AR, 1 grenade. 7HP. 2 mission complete.
Julo - Scout, 32 Aim, 39 Willpower, 15 Evade. 5.56 AR, 1 grenade. 7HP. 2 mission complete.
Ivan - Medic, 32 Aim, 45 Willpower, 15 Evade. 5.56 AR, 1 grenade. 7HP. 1 missions complete.
Jade - Berserker, 32 Aim, 45 Willpower, 20 Evade. M1019 Shotgun, 2 grenades. 7HP. 0 missions complete.
Basic Rules:
2 actions (move, shoot, grenade, heal, take cover) per turn.
Shooting / skill tests are the Dark Heresy system - rolling 1d100 (I roll), it needs to be the skill value or lower.
(E.g. firing at Aim 44: roll 1d100, roll=27, 27<44, hit, damage depends on weapon.)
5.56 does 3 damage, 7.62 does 5, .50 caliber 6, and 10.2mm gyrojets do 8 if hit, 2 from splash.
Evade is the penalty reaction fire has against that unit.
Called shots (firing at something other than center of mass) are -5 to Aim. Headshots are -10.
Basic Armour adds 1 to HP (done automatically). Reactive Armour adds 2HP, and Titan Arnour 5HP. Other tiers available later.
Rules subject to change.
Equipment:
Known Enemies:
Skill Trees:
Marksman
Medic:
Scout
Berserker
Engineer
¤¤Memorial Wall¤¤
http://www.youtube.com/watch?v=bq54jb_5WCI
>Daynel "Doc" Argos - Corporal<
>Alex "Solar" Rogers, Master Corporal<
This thread is for reference, and if you want to join, I shall PM you where we play.
Players, AESIR group:
Tau - Marksman, 44 Aim, 39 Willpower, 15 Evade. 7.62 BR, 1 grenade. 7 HP. 4 missions complete.
Desdenova - Berserker, 32 Aim, 45 Willpower, 20 Evade. M1019 Shotgun, 2 grenades. 7 HP. 3 mission complete.
Fenway - Engineer, 32 Aim, 39 Willpower, 15 Evade. 5.56 AR, 1 grenade. 7HP. 2 mission complete.
Julo - Scout, 32 Aim, 39 Willpower, 15 Evade. 5.56 AR, 1 grenade. 7HP. 2 mission complete.
Ivan - Medic, 32 Aim, 45 Willpower, 15 Evade. 5.56 AR, 1 grenade. 7HP. 1 missions complete.
Jade - Berserker, 32 Aim, 45 Willpower, 20 Evade. M1019 Shotgun, 2 grenades. 7HP. 0 missions complete.
Basic Rules:
2 actions (move, shoot, grenade, heal, take cover) per turn.
Shooting / skill tests are the Dark Heresy system - rolling 1d100 (I roll), it needs to be the skill value or lower.
(E.g. firing at Aim 44: roll 1d100, roll=27, 27<44, hit, damage depends on weapon.)
5.56 does 3 damage, 7.62 does 5, .50 caliber 6, and 10.2mm gyrojets do 8 if hit, 2 from splash.
Evade is the penalty reaction fire has against that unit.
Called shots (firing at something other than center of mass) are -5 to Aim. Headshots are -10.
Basic Armour adds 1 to HP (done automatically). Reactive Armour adds 2HP, and Titan Arnour 5HP. Other tiers available later.
Rules subject to change.
Equipment:
Spoiler:
Spoiler:
Skill Trees:
Marksman
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
http://www.youtube.com/watch?v=bq54jb_5WCI
>Daynel "Doc" Argos - Corporal<
>Alex "Solar" Rogers, Master Corporal<