1 Attachment(s)
DMZ Mashup module for Xcore
place this in your Modules folder.
Once in game ,must be using Xcore ruleset by the way -then open the Module in the Modules tab.
It is house ruled D6 pool near future arena combat basically.
I have just played with NPCs.
It is really a wargame -
you may add some rpg elements to it yourself maybe.
I have made 3 facets to my module.
There is NPCs ,72 in total .
I have made Items ,basically weapons.
I have made ROLLS -this is damage roll and armour roll basically.
You will work out how it operates.
Basically a weapon makes an attack roll.
Need 1 success for a hit. LOOK closely there is a box where you write the target number for range ,as in 4,5,6 or 9. Then the roll will total how many success's at or above this number. I have given a range of 3-9 in my weapon extra info page ,you can use normal range bands if you wish -else this is just a range increment using 2 metre squares. NOTE attack rolls are exploding ,the 6 on a d6 will roll again and add to this dices individual result -ie this is how a target number of 9 for extreme range is reached.
Every 2 success over the first gives a damage raise that cause 1 more potential damage point.
Damage is rolled if a hit is scored.
Each success is 1 damage point. Basically a success here is 4 up on a d6.
Then the target gets to make an armour soak roll -
each success mitigates 1 damage point. Basically a success here is a 6 up on a d6 roll.
Finally damage is applied.
NPCs or Characters have 4 hit points.
If they take 4 damage points they die.
That's it really.
I have a few other basic rules as well - but not necessary to understand the function of my module.
The CT works ,you can open sword or shield tab for NPCs.
All the rolls should be in the SWORD TAB.
Damage needs to be manually entered in the CT.
You cannot drag/drop attacks -not sure how to do this -BUT doesn't matter ,my homebrew rules don't really need it.