V
Vulnus
Guest
Technology took off during the 50's and man soon reached out into the stars. A terraforming experiment took place on Mars, making it a habitable environment.
Man was soon colonizing Mars, seeking to gather the resources of Mars.
Fast forward about thirty years. Earth goes dark and Mars forms it's own government. However several factions see a chance to seize power during the initial years of the new government and band together, forming the Free States of Mars.
The United States of Mars sends a small force to put down the Free States, but it fails and the Free States attack back. Using Blitzkrieg tactics the Free States soon take a considerable amount of land. The United States of Mars quickly stopped the advance of the Free States with a large counter attack. Currently the war has entered into trench warfare, with neither side making much ground.
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Technology
Arms remain vastly the same as they were in WW II, meaning MP40s, Lee Enfields, and such weapons.
However there are newer weapons, such as Tesla Rifles, remote detonating explosives, and such things. There's also Strength augmenting armor that allows a soldier to use an otherwise mounted machine gun on the move, however such kinds of armor are not massed produced and are in prototype phases.
And of course, we have planes. Planes are considerably more advanced then prop planes, however the pilot is still subject to G forces. Jet planes exist, and pilots are outfitted with suits designed to help them with the Gs, but they can still only take so much.
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That's about it. As far as the name, well it doesn't take place in winter, but Winter Wars sounded better then Mars Wars.
Man was soon colonizing Mars, seeking to gather the resources of Mars.
Fast forward about thirty years. Earth goes dark and Mars forms it's own government. However several factions see a chance to seize power during the initial years of the new government and band together, forming the Free States of Mars.
The United States of Mars sends a small force to put down the Free States, but it fails and the Free States attack back. Using Blitzkrieg tactics the Free States soon take a considerable amount of land. The United States of Mars quickly stopped the advance of the Free States with a large counter attack. Currently the war has entered into trench warfare, with neither side making much ground.
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Technology
Arms remain vastly the same as they were in WW II, meaning MP40s, Lee Enfields, and such weapons.
However there are newer weapons, such as Tesla Rifles, remote detonating explosives, and such things. There's also Strength augmenting armor that allows a soldier to use an otherwise mounted machine gun on the move, however such kinds of armor are not massed produced and are in prototype phases.
And of course, we have planes. Planes are considerably more advanced then prop planes, however the pilot is still subject to G forces. Jet planes exist, and pilots are outfitted with suits designed to help them with the Gs, but they can still only take so much.
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That's about it. As far as the name, well it doesn't take place in winter, but Winter Wars sounded better then Mars Wars.
Okay, so here's how this works, and as a note dice are used, so if you don't have dice I will provide a link to a free web browser dice roller.
You have 100% health
A body shot does 10% damage, a limb shot does 5% damage, and a head shot does 90% damage.
A body shot causes bleeding, which deals 1% damage every round until treated. After 10 rounds bleeding turns into severe bleeding, which deals 3% damage every round until treated. A head shot causes immediate severe bleeding
Head Shots receive a minus five on the To-Hit roll.
Weapons have a damage modifier. Roll the modifier die in order to determine how much damage is done on top of the base amount of damage.
Certain weapons have accuracy modifiers against certain types of enemies, keep that in mind when selecting a weapon to use.
Some weapons have automatic fire, this fires three bullets. Roll To-Hit for each bullet, and a -2 on the To-Hit chance.
Armor Class is how high a roll needs to be to hit you. Base is 10 for everyone, and can be increased by certain types of armor.
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Pistol
Damage Modifier: 1d6
Clip: 8
Rifle
Accuracy Modifier: +1 against Infantry
Damage Modifier: 1d12
Clip: 5
Thompson
Accuracy Modifier: -2 in automatic
Damage Modifier: 1d8
Firing Modes: Semi, Automatic
Clip: 20
Sniper Rifle
Accuracy Modifier: +1 against infantry, +3 against infantry over sixty feet away
Damage Modifier: 1d12
Clip: 5
Flame Thrower
Accuracy Modifier: Cannot hit targets over Eighty feet away
Damage Modifier: 1d8 for five turns
Clip: 20
Notes: Can only do body shots, does not cause bleeding, deals damage in a cone
Tesla Rifle
Accuracy Modifier: Cannot hit targets over Eighty feet
Damage Modifier: 1d8 for three turns
Clip: 5
Notes: Has a 50% chance to stun target.
Grenade
Damage Modifier: 3d8 in a 20 foot radius
Notes: Does no base damage.
AT Rifle
Accuracy Modifier: +5 against vehicles, -2 against infantry
Damage Modifier: 3d8
Clip: 3
Notes: Must be setup if user does not have Strength augmenting armor
Machine Gun
Accuracy Modifier: -2 when Automatic fire is used
Damage Modifier: 2d8
Fire Modes: Semi, Automatic
Clip: 80
Notes: If user is not in Strength augmenting armor the gun must be set up.
Trench Gun
Accuracy Modifier: -4 on targets over 80ft away, cannot hit targets over 120ft away.
Damage Modifier: 4d6
Clip: 6
Remote Detonating Explosives
Damage Modifier: 5d6
Notes: Affects targets in a 30ft radius
Damage Modifier: 1d6
Clip: 8
Rifle
Accuracy Modifier: +1 against Infantry
Damage Modifier: 1d12
Clip: 5
Thompson
Accuracy Modifier: -2 in automatic
Damage Modifier: 1d8
Firing Modes: Semi, Automatic
Clip: 20
Sniper Rifle
Accuracy Modifier: +1 against infantry, +3 against infantry over sixty feet away
Damage Modifier: 1d12
Clip: 5
Flame Thrower
Accuracy Modifier: Cannot hit targets over Eighty feet away
Damage Modifier: 1d8 for five turns
Clip: 20
Notes: Can only do body shots, does not cause bleeding, deals damage in a cone
Tesla Rifle
Accuracy Modifier: Cannot hit targets over Eighty feet
Damage Modifier: 1d8 for three turns
Clip: 5
Notes: Has a 50% chance to stun target.
Grenade
Damage Modifier: 3d8 in a 20 foot radius
Notes: Does no base damage.
AT Rifle
Accuracy Modifier: +5 against vehicles, -2 against infantry
Damage Modifier: 3d8
Clip: 3
Notes: Must be setup if user does not have Strength augmenting armor
Machine Gun
Accuracy Modifier: -2 when Automatic fire is used
Damage Modifier: 2d8
Fire Modes: Semi, Automatic
Clip: 80
Notes: If user is not in Strength augmenting armor the gun must be set up.
Trench Gun
Accuracy Modifier: -4 on targets over 80ft away, cannot hit targets over 120ft away.
Damage Modifier: 4d6
Clip: 6
Remote Detonating Explosives
Damage Modifier: 5d6
Notes: Affects targets in a 30ft radius
Jeep
AC: 13
Health: 400%
Seats: 4
Speed: 100ft a round
APC
AC: 15
Health: 600%
Seats: 10
Speed: 60ft a round
Weapons: Machine Gun
Tank
AC: 16
Health: 650%
Seats: 4
Speed: 80ft a round
Weapons: Tank gun, Machine gun(front), Machine gun(top)
Vehicle weapons
Tank Gun
Damage Modifier: 4d8
And more vehicles to come.
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Gear
Radio Pack: Allows for communication to headquarters and other radio operators
Strength Augmenting Armor: Allows the use of heavy weapons without set up and movement speed with regular equipment. May not have this at the start.
Medical Pack: Heals 10% health a round. Five uses. Stops all Bleeding
I'm sure there's more to come
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Character sheet
Name:
Gender:
Rank: (starting Rank is 1)
Background: (Short character history.)
Personality: (Is he jovial or serious, happy or sad.)
Appearance:
Equipment:
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And here's that Dice Roller: https://www.wizards.com/dnd/dice/dice.htm
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