Showing posts with label RP4. Show all posts
Showing posts with label RP4. Show all posts

Saturday, April 20, 2013

Weapons


       Upon the Red Planet there are a limited number of standard weapons which are used by the majority of races and classes. Table 4.1 also gives statistics for some uncommon weapons which may be of terrestrial or fantastical origin.   


INITIATIVE

            The weapon’s  modifier is used to calculate the initiative score (p.20) for a player or the individual members of his party.  Often in combat he who strikes first often strikes last. There are 10 rounds of combat per xat.  Each round is about 18 seconds in duration, so a combat round is much slower than a regular or exploratory turn or xat.

            During the course of a combat round a character is allowed one action; either move at a sprint, attack with either melee or ranged weapon, use a skill or cast a spell. Characters can be attacked by multiple opponents at a time and with the exception of troopers an higher level warriors, character may only attack one adversary at a time in melee combat.

             The placement of miniatures on a battle mat represents the average location of a character during combat and will help guide the GM in determining which characters may attack whom. In real combat, characters are moving around a lot.  Obviously, you may not attack an opponent in hand-to-hand combat or melee if there is a significant intervening obstacle such as a wall or an ally.



COST

       Cost is the purchase price of the item in gold coins unless specified otherwise. The letter ‘k’ is the abbreviation for one thousand gold coins.  For characters that are fortunate enough to find or ‘liberate’ weapons and other equipment, expected resale/ pawn value for these items is

 
  10% for low technology (TL I – VI),

  20% for standard technology (TL VII – VIII), and

  50% for gadgets or unique items (TL IX - X).


The Barsoomian firearm, shoots a small caliber, high velocity projectile.  “The opaque outer coating is broken by the impact, exposing a glass cylinder, almost solid, in the forward end of which is a minute particle of particle of radium powder.  The moment the sunlight, even though diffused, strikes this powder it explodes with a violence which nothing can withstand.  If you ever witness a night battle you will note the absence of these explosions, while the morning following the battle will be filled at sunrise with the sharp detonations of exploding missiles fired the preceding night. As a rule, however, non-exploding projectiles are used at night.”    (PM, XIII)

“Moonlight is not powerful enough to detonate this explosive, and so projectiles fired at night, unless touched by the powerful rays of a searchlight detonate at sunrise.”            (MM IX)
 
 
Image is from Pixarz movie
John Carter of Mars

Friday, April 19, 2013

RANGED COMBAT

 


Rate of Fire

            RoF is an abstract representation for number of fired shots, launched arrows,  or thrown projectiles per round.   If more than one attack is allowed per round, they may be directed at separate targets without penalty. At the beginning of each round, a character must decide whether to engage in either melee or ranged combat. A dash signifies only melee usage is allowed for the weapon; however unlike Earth, many Barsoomian blades are balanced for throwing.

            “I had little hope that he could best his giant adversary who mowed down all before him during the day.  The fellow towered nearly sixteen feet in height, while Kantos Kan was some inches under six feet.  As they advanced to meet one other I saw for the first time a trick of Martian swordsmanship which centered Kantos Kan’s every hope of victory and life on one cast of the dice, for, as he came to within about twenty feet of the huge fellow, he threw his sword arm far behind him over his shoulder and with a mighty sweep hurled his weapon point foremost at the green warrior.  It flew true as an arrow and piercing the poor devil’s heart laid him dead.”     
                                                                                    (PM, XIX)

 

            It is a risky proposition to fire at enemy units when they are engaged in melee with your allies.  The attack roll is minus four (-4) and if you roll a natural four or less on the to-hit roll you hit a random ally instead – no save.  Probability of striking an ally may be adjusted by GM if there is a significant difference in the ratio of allies to enemies and/or if there is a difference in size categories between allies and enemies.

            If you a natural ‘1’ on the attack dice when using a ranged weapon, you used up all your ammo - time to select another weapon. Ammunition for common radium weapons is easily pilfered from defeated adversaries. Attacks with ranged weapons are abstract; one attack does not equate to one bullet.

       When a target is concealed, such as behind brush, smoke or thern rifle shield, then the defender adds two to his defensive class.   Likewise, if a target has almost complete cover such as battlements, jungle, gun ports or forest, then five is added to the defender’s armor or defensive class.   Opponents firing from cover or concealment usually do not have to expose themselves or forfeit this defense bonus when returning ranged combat.



Range

            The distance listed is for the short range of the respective weapon. Short range is that distance at which hitting target is a routine challenge; roll d20 to-hit. Weapon ranges are expressed in 1” squares; this refers to the miniature or table-top scale where 1” represents five sofads ( ½ ad, 5 feet or 1.5 meters)  of simulated or game distance. 

      Beyond this distance and up to twice listed distance, targets are at medium range (-3 to hit).        If between two and four times the listed range, targets are at long range, roll d12 to hit  (not d20).     Ranged combat is assumed to be indoors with marginal lighting (dungeons, buildings).  If the targets are outdoors, stationary and/or daylight available, then ranges might be doubled.  The radium firearms of the Red Planet have a tremendous range.

 
“These rifles are of a white metal stocked with wood, which I learned later was a very light and intensely hard growth much prized on Mars and entirely unknown to us denizens of Earth.  The metal of the barrel is an alloy composed of principally of aluminum and steel which they have learned to temper to a hardness far exceeding that of the steel with which we are familiar.  The weight of these rifles is comparatively little and with the small caliber, explosive, radium projectiles which they use, and the great length of the barrel, they are deadly in the extreme and at ranges which would be unthinkable upon Earth.  The theoretical effective radius of this rifle is three hundred miles, but the best they can do in actual service, when equipped with their wireless finders and sighters is but a trifle over two hundred miles. ”                (PM, III)


image is from Disneyz movie ,
John Carter of Mars

Thursday, April 18, 2013

DAMAGE


 Damage

            For melee and thrown weapons damage inflicted with each successful hit is based on the character’s strength score adding the appropriate modifiers.  For most dedicated ranged weapons damage is fixed.   Typically, bow and firearm damage is NOT usually increased by ability modifiers; but situational bonuses might still apply.

            The radium weapons of Barsoom explode with tremendous force in daylight and this is reflected in their high damage rating.  If dim light or nocturnal use, damage is halved; however, in general, non-explosive bullets (-1d6) are used at night.
 

Regardless of modifiers, all successful

hits inflict a minimum of one hit point

of damage per damage die rolled.

 
There are four basic Types of weapons:


Blunt weapons like clubs, fists, paws and tentacles, rely on brute force and prudence to break bones and rupture internal organs.
On the damage dice roll, ones will be rerolled if attack is sonic or bludgeoning in nature and the defender or target is wearing rigid armor.

               
            Energy weapons like blasters and lasers use a battery or power pack to generate a charge that electrocutes or incinerates a target.  
            Earthly firearms and energy weapons reroll all ones against all armor types except polymer armor.

 
Piercing weapons such as spears, arrows, talons, beaks, horns and non-explosive bullets, depend upon a sharpened point that causes injury by penetrating organs or causing bleeding.
 On the damage dice roll, ones will be rerolled if the attack is acid or piercing in nature and the defender or target is wearing flexible armor.

 
Slashing weapons like sabers, axes, claws, teeth, and radium weapons use an explosive force or a sharp edge to tear an enemy apart.
On the damage dice roll, ones will be rerolled if the attack is fire or slashing and the defender is wearing soft armor or the target is unarmored.

                 
When any die is rerolled, you must accept the result of the second roll. A dice can only be rerolled once.

 
            “I never before had seen two green Martian warriors battle with nature’s weapons and the exhibition of animal ferocity which ensued was as fearful a thing as the most disordered imagination could picture.  They tore at each other’s eyes and ears with their hands and with their gleaming tusks repeatedly slashed and gored until both were cut to ribbons from head to foot.”             (PM, XVII)

 
            Masterwork weapons are five times ordinary cost adding +1 to hit with no damage bonus, while typical +1 weapon has a resale value of about 500gc. If your game master chooses to mix your game or campaign with high fantasy, then magic weapons add their bonus to both to-hit and damage rolls.
A light saber would be considered a +5 long-sword.


For faster play, Roll attack and damage dice at the same time.  After their first hit, have the players keep track of their opponent’s damage by placing percentile dice next to the appropriate miniature to monitor how much damage they have already inflicted on an individual opponent.   



Art work is from
Thomas Yeates


Monday, April 15, 2013

Movement & Action

MOVEMENT  AND ACTION  

    A character’s standard movement speed is one-third the sum of his dexterity and constitution score which is then modified by Armor Penalty or AP.

Many activities or tasks, such as traveling, running, parleying, using skills and casting certain spells take longer than one round to complete; therefore, they might be suspended if attacked or distracted.  An encumbered or heavily encumbered character is allowed one action per round, while Unencumbered characters are allowed one action plus a partial action each round.   Activities ideally suited for simulation within a round are:

 

ONE  ACTION

            Attack with weapon or fists, light a torch, cast a spell, drink a potion, read a scroll, retrieve item from backpack, turn undead, or load a musket or revolver.

A sprinting bipedal creature moves d6” for each point of standard movement speed.

 

3 PARTIAL ACTION   =  1 Full Action

Draw weapon, standard move, dodge, ride, lower spell resistance, use supernatural or innate magic, open or close a door, retrieve item from belt or cloak, answer a question, drop prone,  insert magazine in weapon, mount a familiar steed or parry with a melee weapon.

       

NO ACTION  REQUIRED  (but must be conscious)

Activate a magic item, use a shield, make a saving throw, drop an item in hand, or a simple telepathic command to a friend or mount.



Mass

            This not only describes weight, but also measures portability or bulk.  One unit of mass is roughly equivalent to one pound.  In addition to clothing, footwear & jewelry; a character can carry armor, weapons and other items up to half his weight allowance (WA) and be unencumbered. 

            If carrying more than half Weight Allowance, the character is encumbered.

Heavily encumbered characters are carrying/ holding items whose total mass exceeds the character’s weight allowance, but a character cannot carry more than twice his weight allowance.  Armor penalty for a heavily encumbered is increased three (i.e., 0 à -3,   -1 à -4,   -2 à -5, and so on).

 

Weight allowance is determining by averaging the character’s strength and size score truncating fractions, and squaring the result.
 
i.e., (Strength 12 + Size 5)/2 = 8.5 
       8 squared = 64; therefore , weight allowance is 64#
 



Example;  Vala Tan is a red Martian female criminal of 4th level who is twenty six decades old; her background is abbreviated RFC426.  She has a strength score of eight and a size score of three, since the average of eight and three is five; referencing Table 4.3,  Vala Tan’s weight allowance is 25#.

If Vala Tan is wearing furs (5#), and carrying a short-sword (2#), a dagger (1#), a radium pistol (3#), a magnifying glass (½ #)  and a lock pick kit (½#), she is unencumbered as 5+ 2+ 1+ 3+ ½ + ½ = 12, which is less than 12.5#or half her weight allowance. 

If she were to pick up a sack of 300 silver coins (3#), total mass carried would be 12+ 3 = 15 > 12.5; therefore, she would be encumbered.  Recall, that Vala Tan could carry no more equipment or items than twice her weight allowance  (50#  =  2 x 25#).



Art work is by Frank Cho
 

 

Sunday, April 14, 2013

Parrying



 A character may choose to PARRY enemy  attack(s). In order to parry, a character expends a partial action and cannot be mounted or using a shield (unless yellow Martian with hook-sword and cup shield).

Weapon in hand must be either a saber, long-sword, rapier, staff or spear. At the GM’s discretion, a combination of smaller weapons such as mace & hatchet  or short-sword &  dagger also will allow parrying. 

            A character must announce that he is going parry at the beginning of the round. When parrying, melee defense (only) is increased by four (+4 DC); however, the character rolls d12 (instead of d20) to hit for his melee attack. Because of their intermediary limbs, green Martians may still roll d20 for attack when parrying if armed with multiple weapons.



Weapon or Armor Restriction by Class    is indicated on Tables 4.1 and 4.2 using the first letters of either the race, gender or vocation.  Understand that both ‘thern’ and ‘trooper’ begin with the same letter; however, modest familiarity with the Barsoom chronicles will clarify apparent discrepancies. 
 .. . ..
Weapon restriction by class is also reflected in our own Earthsz history.  In the past, Jasoomian warriors  defined their role by the weapons with which they concentrated their training:

  Samurai specialized with the naginata, the katana and the bow,
Medieval mercenaries excelled in the use of the crossbow,
Renaissance infantry trained either with the pike or the musket,
and
Modern infantry are trained with assault rifles and light machineguns,
while pistols are reserved for officers,
 and submachingeguns are allotted to special forces.


Weapon Size is the first value  (1- 9) listed under notes:

    If weapon’s size is less than the character’s size, he can use the weapon in the non-dominant or off hand. Seven in eight Martians will be right hand dominant and any character with dexterity of 17+ is ambidextrous.

    If weapon’s size equals character’s size, he can weld or deploy the weapon in his primary hand.

    If weapon’s size is one or two greater than character size, he may only use the weapon 2-handed.

Recall, that green warriors have two pairs of hands.

    If weapon size is three or more greater than the character’s size, he may not use that weapon.


Artwork by Kris Todd

Wednesday, April 10, 2013

ARMOR and Defensive Class

ARMOR

            Armor is any covering or equipment that is worn for protection. Archaic armor does not protect well against modern weapons. Armor is seldom worn upon Barsoom and its usage reflects lack of confidence (p.19). Armor descriptions provided here are primarily for comparison or ‘what if’ scenarios.

Armor Bonus is measure of protection afforded. You cannot wear more than one type of armor nor can you hold more than one shield; however, a helmet can be combined with other types of armor. A helmet has to be removed to concentrate (RP6).


AP or armor penalty is added to movement speed, reflex saves, all skill throws, and the INTV score.          
Armor is categorized into 4 basic types; either flexible, polymer, rigid or soft.

Flexible armor consists of over-lapping steel scales or interwoven metal links designed to protect the torso and arms and sometimes the head.    This is the default armor type for reptiles and sea monsters.    

            Polymer armor is molded from light-weight plastics, ceramics or resins.  This is the default armor type of robots, and 21st century AFVs.   

            Rigid armor consists of custom fitted bronze, chitin or iron plates, attached with leather straps designed to protect the body, a sturdy helm is usually added to this armor.  Rigid armor is the default type for most insects, crustaceans and dragons.

            Soft armor is fashioned from animal skins or plant fiber. This armor is comfortable and light weight. This is the default armor type for most birds, plants and mammals.  

 

            Shields are usually reserved for ceremonial duties or palace guards upon the Red Planet; however, like worn armor they add their bonus to defense for both ranged and hand-to-hand attacks.  Sum the APs of shield, worn armor and encumbrance to determine a character’s total armor penalty.
The hook sword and cup shield combination of the yellow warrior is the only situation in which a dismounted character can both parry and use a shield.

“The yellow men were armed with two swords, and a short javelin was slung across the back of each, while from their left arms hung cuplike shields no larger than a dinner plate, the concave sides of which turn outward an antagonist.  They seemed puny and futile implements of safety against an even ordinary swordsman, but I was later to see the purpose of them and with what wondrous dexterity the yellow men manipulate them. 

“One of the swords which each of the warriors carried caught my immediate attention.  I call it a sword, but really it was a sharp-edged blade with a complete hook at the far end.  The other sword was of about the same length as the hooked instrument, and somewhere between that of my long-sword and short-sword in length. It was straight and two edged.”            (WM, VIII)

 

           

Defense Class

            When making a ‘to hit’ roll, you add die roll, ATTK bonus, appropriate ability modifier and situational modifiers and compare this total to your opponent’s DC or Defense Class. If the result is equal or greater then target’s DC, then a hit is scored; you appropriate damage as indicated on Table 4.1.

            Defense class is a measure of how difficult it is to strike an opponent in combat in a manner that inflicts injury.  DC is not just a description of how much protection or armor that is possessed by a character or beast, but also describes adroitness, awareness and size.

Both a terrestrial elephant and squirrel would be considered DC 18. An elephant is a massive and slow moving animal that is easily struck; however, it’s extremely thick skin makes it difficult ‘to hit’ an elephant in a manner that actually causes damage. Almost any blow from a weapon that lands on a squirrel would be fatal, but this wily animal is not an easy target.
To calculate DC for a character use this formula -->


 

    15 – Size                                                  (Table 1.3)

            + Dexterity modifier               (Table 3.2)

            + Armor bonus                          (Table 4.2)**

            + Shield or Parry bonus             (RP4)

            + Situational modifiers              ( RP4)

 *Only polymer armor protects against firearms and advanced ranged weapons.
           
 

 
 
this is an old Heritage Model
from Waco, TX