Editing
Run & Gun
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==The Rules== '''Determine Battlefield:''' When combat starts, range, terrain and configuration must be determined for all sides. Foes will be grouped into Combat Groups by the GM. PCs may form battle groups, be set apart, or a combination of both. Distance for most standard encounters is medium, or determined by the GM. Terrain is either determined by the GM or a random terrain table, with each Combat Group rolling for a random result. '''Determine Dodge:''' If you have a dodge die, roll it now, and add it to your dodge score. This is your dodge until the start of the next round, when you will roll again. '''Turn order:''' Foes at closer ranges handle combat first. That is, all intimate combat is handled, than close, than medium, and finally long. Enemies in the same range act in order of highest rank. Ties happen simultaneously. '''Actions:'''In you turn you may make one move, one attack and use free actions. '''Movement:''' You may close in or retreat to alter the encounter distance with one combat group per turn. *Close In: If you close in, you half your dodge or drive score (rounding down), which ever is appropriate, until the end of your next turn. *Retreating: When you retreat, one random member of the enemy combat group can take a free attack at you, at the range you started your turn at. When dealing with two or more encounter groups, you can only be at intimate or close range with one group, and medium or long range with any number. If you charge into close or intimate range with one combat group, while in intimate or close range with a different group, you count as retreating from the second group. Alternatively, you may use a battlefield chart. '''Attacking:''' When you attack, you roll your Gd or Bd (whichever is appropriate) and add it to your attack die for your weapon. You then subtract your target’s dodge result (their score + dodge die, if they have one). This is how many hits you get in, and you roll that many payload dice to determine damage. You subtract the target’s armor from this, and that much damage is dealt to your target’s hp. '''Special Actions''' *Taking Cover: By taking no other action (no attacking and no movement) for the turn, you may dive for cover as per the normal Metal Slug System rules. Cover is default a +2 bonus to your dodge result until the start of your next turn, when you may chose to stay in cover or act normally. The GM may allow for a higher cover bonus for fortified cover (like from behind a window or other sturdy structure) up to a +5 bonus to your dodge result. The GM also has the right to lower it for soft cover (such as some bushes) or declare there is no cover in an open area (like the middle of a football field or on a desert plain).<br/>Talents may add to your cover bonus. A shield always allows you to use it for cover, and its cover bonus is listed in the shield’s stats. Range effects cover’s effectiveness. At medium and long range, cover gives it’s full bonus. At close range, it gives half its bonus. Cover is worthless at intimate range, and offers no bonus. *Take the hit: Used to take some of the fire directed at an ally other target you intend to protect. Roll your dodge normally, and take that many payload dice meant for your intended target. *Cover fire: Forgo your attack, add your Gd to an ally’s dodge against all foes til start of your next turn. *Concentrated fire: Allies can concentrate their fire on one target. All attack dice are rolled normally, as well as all payload dice save the final. Both final payload rolls are made at the same time, and all damage added together to act as a single attack. '''Pick ups''' Rolling on a pick up table represents finding weapons or other gear in the heat of battle or after. By not moving, you may pick up any gear near you. Gear can appear in the following ways: *Defeating a Combat Group: When you defeat a combat group, you can roll on a Pick Up table, determined by your GM. *Search: By forgoing your attack for the round, you may roll on a Pick Up table allowed by your GM. *Spend a BP: Using a battle point allows you to stumble on a bit of gear from a randomly determined table. Alternately your GM may hand out pick ups they chose before hand. This works best in games where the weapons and equipment used by foes is just as desirable as the ones normally given to the PCs.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information