Checkin’…
March 24, 2009
Ok, I’m too tired to post something new at the moment. So instead, I’ll do the cop out- err, recap, I mean.
We’ve got our basic goon’s profile, along with a basic weapon and a basic armour.
We’ve got rules for initiative, movement (sort of, can’t be that hard), shooting, hitting, defending, getting hurt… That’s it. Enough to playtest.
A few things not added yet:
1)Movement. Let’s say, in 1 turn, you can:
- Walk up to 2 squares and do nothing else.
- Walk up to 2 squares and shoot, -1 penalty per square moved.
- Walk up to 1 square and attack in melee.
- Run up to 5 squares and do nothing else.
- Run up to 5 squares and shoot, -2 penalty per square moved.
- Run up to 5 squares and attack. That’s a charge. You get a +1 to attack and -2 to defense.
That sounds alright enough, for humans. Other races might have different speeds, but the basics are walk, walk/2 (for melee), and run.
2)The basic autorifle. As we discussed, it has a Power of 2-that’s mighty fine, considering that an unarmored goon is usually incapacitated with a roll of 8, and injured with at least a 3. A real autorifle has various ranges, but we’ll assume an effective range of 150m and a max range of 350m. In squares, however, I suggest this: a short range of 50 squares, medium range of 120 squares, and max range of 300 squares. At short range, it’s relatively easy to hit target, requiring an 11 (don’t forget that the usual marksmanship is 5, so you need to roll 6 on 2d6 to hit). At medium range, it’ll be a difficulty of 15 (you need a 10 on 2d6 to hit). And on long range, it’ll be a difficult of 18 (you need a 13 on 2d6… oops, that can’t be done. This means that you won’t usually hit in long range, for most goons, which makes sense). These numbers are totally off the top of my head, I’m using my intuition here. They’ll probably be tweaked anyway.