Techno-Colony Combat Simulation

in #scifi4 years ago (edited)

An enemy soldier declares violent force against you and your allies.

Your characters enter combat in the position that they were in on the map before combat.

Roll for initiative. The order of turns.

Roll 1dDEX. Highest number goes first, and second highest second, and so on and so forth. Alright, my example team has rolled, so let's begin. Knight first!

The valiant knight approaches the enemy and rolls to attack. Does it hit? Roll 1dDex+1/2Dex. That's 1dDEX plus half your Dex stat. Just roll higher than the enemy's Dex stat and you hit! Knight rolled great, so it's a hit.

Let's calculate the damage.

4d4+Str says the weapon. Roll! The dice total is 11 and the Str is 17. 28 base attack damage! But the soldier has PhD8 SpD6 armor on. The damage is calculated as 20 total damage because PhD8 nullifies 8 points of physical attack damage.

The spellcaster walks forward during their turn. Each turn has three parts. Movement, casting a spell, and a quick-action, in any order. To perform movement, roll 1dDex and that result is how many squares you may walk per turn. Spellcaster is a turtle, and only moves 3 squares this time. Let's use a ranged spell. Burn-Beam!

Roll 4d8+Int. The result was 14+Int. Int is 18. A total of 32 damage. But at 3 squares away, that spell has an effect that has it lose 10% for each square it travels. That's 22.4, rounded down to 22. But an enemy with SpD6 armor only takes 16 damage. Not bad, considering the safety of being 3 squares away.

But the gunslinger is waaaay over there?? The spellcaster knew, and made sure to stay out of the way. A bullet moves in a straight line, so you ought to not fire through your allies.

BOOM. Gunslinger's long-range rifle hits if we pass the accuracy roll. This rifle has a 1d4 accuracy bonus, so we roll 1dDEX+1/2DEX+1d4. What a formula! But it's in your favor, so let's just smile and bear it. Damage is INSANE! 36 damage, minus PhD8. A total of 28 damage. Watch your ammo, Gunslinger.

The enemy Solder isn't done yet. Holding a shotgun, he point-blank shoots our knight for 48 damage minus the knight's armor of PhD6 and takes the poor knight to critical health. That's just not right.

And your Prayer agrees. A whisper of devotion to the gods of his blood, and his Pagan Spirit spell is cast. The Knight is surrounded by a holy light, and recovers double the damage last dealt, plus the Prayer's Cha stat. Healed for 42+42+Cha of 18. A total of 102, but does the knight's SpD8 armor score bring it down a little? Yes. Although armor will usually not block effects, they indiscriminately nullify both spell damage and spell healing. But knight's ready to fight once more!

Raise your sword for honor and for victory, Knight! Wait, isn't there a Hacker around here...?

Ahh, look out behind you, Enemy Soldier!!

Hacker disables their invisibility cloak directly behind the enemy and brandishes a switchblade. Double-damage from behind. Accuracy diceroll is easily passed by rolling 1dDex. Their Dex is 18 and they rolled... An 18!? CRITICAL. Damage? Rolled a 16. And the enemy is flanked. Flanking bonus is a physical-attack-only bonus which means means adding half of the flanker's Dex to the damage.

In this case, 16+16+1/2Dex is 16+16+8-PhD8 total damage, doubled due to the critical. That's 64 damage straight to the jugular. Blood squirts out horrifically, and the enemy soldier collapses. Hacker grins.

Victory!