Chibi-Reaper
D-Donations plz?
- Joined
- Feb 19, 2013
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May change the title, just a working thing.
For some of you, you'll recognize bits from the not-X-com thing. Yeah, looking at strategy wargame type stuff again, after having come across Kantai Collections.
Throwing resource stuff up here, this may change at a moment's notice.
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Resources:
Money -M-; most basic, use this resource to buy resources.
Fuel Cells -----20M
Metal ----------10M
Silicon --------20M
Ceramic --------10M
Rubber/Plastic -10M
Units FC/M/S/C/RP
Infantry: 1/2/2/3/2 (130-M-)
Base HP: 10
Roll 1d20 modifier. [1-5]=-2, [6-9]=-1 [10-13]=0, [14-17]=+1, [18-20]=+2
Final HP = base + modifier.
Base accuracy: 2.
Roll 1d20 modifier. [1-5]=-2, [6-9]=-1 [10-13]=0, [14-17]=+1, [18-20]=+2
Final accuracy = base + modifier.
Base Move: Up to 4 tiles.
Base visibility(Not relevant currently): 20 tiles, half at night, cut by visibility blockers.
Base Equipment slots: 2. Loaded weapon takes 1 slot, an unloaded weapon and a clip for it takes up two slots, a loaded weapon and a spare clip takes two slots.
Mod Slots: 1.
Action Points per turn: 2.
Equipment:
Unarmed.
Damage: 1.
Effective Range: up to 1 tile.
Critical: x4 damage.
Melee Weapon.
Damage: 2.
Effective Range: up to 1 tile.
Critical: x4 damage.
Cost: 1 metal, 1 R/P. (20 -M-)
Short range sidearm.
Damage: 1d4
Clip Size: 12.
Ammo use: 1 per shot.
Effective range: Up to 6 tiles.
Critical: damage.
Cost: 30 -M-, 20/clip (50 -M-)
Automatic Assault Rifle
Damage: 1d6
Clip Size: 24
Ammo use: 3 per shot.
Effective Range: Up to 10 tiles.
Critical: damage.
Cost: 60 -M-, 20/clip (80 -M-)
Single-Shot rifle
Damage: 1d8
Clip Size: 8
Ammo use: 1 per shot.
Effective range: between 6 and 24 tiles away.
Critical: x2 damage.
Cost: 50 -M-, 20/clip (70 -M-)
Personal Armor
+5 false HP (breaks when depleted)
Cost: 1 FC, 1M, 1S, 1RP (60 -M-)
Infantry Mods: cost 2 silicon (40 -M-)
[Sprint Circuit] +2 movement
[Tuned Specialty 'X'] +4 accuracy with weapon 'X'
[Power Specialty 'X'] +2 damage with weapon 'X'
[Target Sensors] +2 accuracy
[Crit Chip: volt] Critical strike damage converted to inflict paralysis, preventing all movement actions.
[Crit Chip: flame] Critical strike damage converted to set target on fire.
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