Tuesday, May 16, 2017

d10 Gunfight - The Theory

I'm finally delivering on my goal of writing a set of skirmish rules based on the 10-sided die.  I've added this to the side scroll at right, which is only visible in the Full Version of this blog (sorry, Mobile Version readers) but also linked here.  Call it a Vision Statement, or simply the theory of what I want the game to do - accurately, but simply, represent the dynamics of gunfights between small groups of opposed factions.

d10 Game Theory
d10 Gunfight is a skirmish game meant to capture the dynamics of small-scale gunfights.  Two things that define gunfights are:  (1) the balance between shooting fast and shooting accurately; and (2) shot placement serves as the chief determinant of a bullet's effectiveness.  In detail:

1.  "Fast is fine, but accuracy is final." - attributed to Wyatt Earp
Shooting a firearm, particularly a handgun, requires a balancing act between shooting fast and shooting accurately.  The Shoot statistic that each model uses represents the ability to shoot at combat speed, under stress, in a two-way live fire.  Accuracy can, however, be sacrificed for speed.  Whenever a model engages in combat, an opposed reaction roll determines the order in which actions occur, higher roll wins.  A model can, however, trade accuracy for speed.  To do this, a player declares that the model is trading up to 2 points of accuracy for speed, and adds 2 to the model's reaction roll.  The same model, however, whether it wins or loses the reaction roll, will subtract 2 from its to-hit roll against a range-dependent Target Number.  In other words, a model can shoot up to 20% faster for a 20% loss in accuracy.

2.  Shot placement is king.
The placement of a shot, more than caliber, determines the damage that it delivers.  The bullet is going to do what it is going to do; the only thing that makes it effective is where it hits.

In d10 Gunfight, to-hit rolls are made against a range-dependent Target Number.  Damage is constant for a weapon; if a shot hits, the Damage value for the weapon is added, but no additional damage roll will be made.  Damage is determined based on the Modified To-Hit Roll (MoTHR), created by the rolled d10 value as modified by the shooting model's Shoot value as well as reaction, cover, and movement modifiers.  If the to-hit roll is equal to or greater than the range-dependent Target Number, the Damage value of the weapon is added to the successful shot. 

Example:  Dirk shoots his 9mm pistol (Damage 2) at a target 12" away, which is at Medium range.  The Target Number is 7.  Dirk has a Shoot value of 3.  Dirk does not trade any of his Shoot value for increased reaction speed, and wins the opposed reaction roll.  Dirk rolls a 5, and adds 3 to the roll for a MoTHR of 8, one above the required 7.  Dirk then adds the pistol's Damage of 2 for a total damage of 3 (1 over Target Number plus 2 Damage value of the weapon).

Stay tuned for more as I develop the game, including detailed test-play explanations.

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