Posted: 01-31-07 10:15 pm Post subject: Paintball Rules
Paintball Scenario Rules:
Scenario Objective:
Capture the Opponent's flag and return it to your side safely.
Note: If you are hit (damage is applied to Wound point), you will be eliminated that round. Droids will determine if you are hit or not. Sometime the referee droid won't catch it quickly and you will be able to play til the end of the round (6 sec per round). If you are hit, you are eliminated from the match but still in the field, you must walk to the starting point and exit from there. If you decide to shoot someone while leaving, there will be a one for one penalty and a random teammate will be eliminated.
Equipment:
Each player will receive a protective gear to deal with high speed non-lethal projectile. The uniform will match the color of the team and thus easily recognizable. Each player also wears a head gear and protective eye goggles. All gear fits any race played by any player.
Initiative: At the start of the match, when the droid makes a loud buzz, each player will roll initiative. The highest goes first down to the lowest. If there is a tie, the player with the higher initiative bonus goes first. In case there is still a tie, the player with a higher dexertity bonus goes first. If a tie still exist, a d20 roll will break it. You may not roll initiative again.
Actions:
Each round, you may make the following action:
Make one move action and one attack action
Make two move action
Make a full-round action
Move Action
Each square is 2 meters x 2 meters. A character base speed of 10 meters can move up to 5 squares per move action, or up to 10 squares using two move action. Moving diagonally cost 2x. This is the same for counting range.
Run: You may move up to 4 times your base speed in a full round action. Unless you have the Run feat, you do get dexertity bonus to defense, if any.
Stealth: You may move stealthily by moving half of your base speed. If you successfully hide and move silently, you will be able to suprise some of your opponents. However, if you cannot find all your opponents on the map, they may be hidden from you. If any opponent has direct line of sight to you, you may not hide until you are behind an obstacle.
Attack Action:
You may attack once per round against any target you have direct line of sight. Obstacles and other characters may provide cover to your target making it more difficult to hit. You can move before or after your attack action.
Multiple Attacks:
You may make more than one attack in a round by doing a full round action. The first method is Multifire. This is a weapon feature which allows you to make two attack in a round. Each attack has a -4 penalty. So if your ranged attack bonus is 5, you can make two attacks at +1 each time.
Another method is dependent on your base attack value. If you have +6 or higher, you can make a second attack in a full round action. Combining this with Multifire, you can fire three times in a round as part of a full round action. Suppose you have a +6 base attack and no dexertity bonus to attack, you can use the multifire feature and attack with +2/+2/-3. This allows you to fire three times in a round.
Base Attack Bonus for full round attack:
+6/+1
+7/+2
+8/+3
Special Action:
There are several special actions you can take that are not part of the RCR but used here at SWCIC. Read them carefully.
Sniping
A character who has successfully hidden from a target may snipe. This is a full-round action and may do a ranged sneak attack on the target (who does not keep dexertity bonus to defense unless she has uncanny dodge [dex]). After making the attack, the attacker must attempt to hide with a -20 modifier.
Point Blank Attack
Note: Not to be confused with the feat Point Blank Shot
If you are adjacent to an enemy, you may make a full round action to attack and hit directly to wound point (ignores VP). Such attack takes a -4 to attack since you must be very close to the target. If you successfully hit, the target is hit and damage is dealt to WP.
Suppression Fire/Cover Fire
You must have a weapon that has multifire or autofire capabilities. You may make a full round action to threaten a 4m x 4m region but this provoke an attack of opportunity. You must be able to hit on a Defense of 10 (range modifiers included). On a successful roll, you now threaten that area and any actions that provoke an attack of opportunity. You may combine suppression fire with another suppressor by firing at adjacent area or overlapping. If an attack of opportunity occurs, both suppressor may attack. The suppressed take a -1 penalty on attack roll, no matter how many are doing suppression fire. Any melee or ranged attack within the area provoke an attack of opportunity.
Tactics:
If you have any ranks in the Tactics skill, you may attempt to gain a bonus to defense or attack in one minute time span. This action is an attack action and the DC is 20. If the roll succeeds, you may apply a +1 bonus to either attack or defense but not both. For every 5 points over 20, you gain another +1 bonus. The maximum possible is +5 bonus.
Defense:
During the paintball match, there are several factor that may affect your Defense value. One is cover bonus from characters or obstacle. Another is your stance such as being prone or kneeling making it harder for ranged attack to hit you if they are not adjacent.
Cover:
You may gain cover bonus depending on how much protection you have. If you gain cover from a meter high wall, you gain "half cover" or +2 to defense. If you are kneeling, you make your size smaller and harder to hit, thus "half cover". Combining the two makes it a three quarters protection which provides +4 to defense. The more cover you have, the higher your defense bonus goes. For more information, you may look up the Revised Core Rulebook on page 163. This cover bonus is at the moderator's discretion.
Moderation Rules:
Each player may post their action once per round. I will moderate immediately if your post is next on the initiative list. After all posts has been moderated, a summary of the round will be posted. Please read them to know who you can see. Shooting a target that you are not aware of is not allowed. Moderation in your post will be in lime green to clearly indicate that your post has been moderated. I will moderated every 3 days or so unless all players has posted. If at the end of the three days period and you have failed to post, your will lose an opportunity to post and your character attempt full defense for the round.
This scenario is not database affecting although it takes place on the IC site. No player may be killed in this scenario. All character stats are kept private and will not be shared at any time. The moderator, although not perfect, has absolute control of the scenario and is permitted to godmode while participants are not.
XP Reward
Every scenario has a XP reward and this paintball match is no different. If you have posted at least once in the match, you will get 250 XP for participation alone. For every round you post, you may get from 10 to 20 XP (based on post quality). If you are defeated, you will get your XP immediately and everyone will get a 1 XP per round bonus for each person that has been eliminated. The match has a 50 round limit (match is 5 minute in game-time limit). If you survive to finish, you will get 50 XP. If your team won you will get another 50 XP.
Upon elimination, you will recieve your XP that you have gained. There will be no XP bonus for eliminating someone but you do get a penalty if you eliminate your own teammates.
XP Recap:
250 - Participation: must post at least once in the match
10-20 - 1 post limit per round (for short conversation, mutliples are allowed but only 1 post count for XP).
1* - 1 XP per person eliminated if you are still in the match.
50 - Survive to finish bonus
50 - Team wins bonus
-50 - Shooting your own teammate (can't have negative experience)
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