Post by Aguila Saber on Sept 7, 2008 3:42:06 GMT -5
This is the first event in the Magnamund Rescue.
This event is limited to 20 players. Any less and I will fill in with NPCs.
The look-out reports that the Annihilators are massing and they are going to attack the camp in the north-west soon
After some quick preparations the champions arm themselves with a Bow or a Rifle. When the annihilators are at a distance of 80, we can fire at leisure. Helpers who replenish our ammunition are available.
There are 100 enemies approaching. Each round they will move a distance of 6. Any enemies we have not downed when they reach our line we will have to engage in melee!
Characters will have time to spend each round equal to their Speed + 5.
Specials can be used freely and repeatedly during this event.
Items can also be us used freely during this event.
No one prevents you from leaving the marksmanship line and try to face the annihilators in melee. You will likely get yourself killed if you do, but I certainly won’t stop you.
Those who have magical ranged attacks can use them at a distance of 40. This won’t get you points for damage inflicted with ranged weapons, but any killed enemies will be counted.
Trying to snipe other players targets will be possible at distance 8 or less. I.e. allowed after 12 Rounds.
* Event award goes to the one who has the highest damage inflicted from shooting with their ranged weapon.
* Honorary mention goes to the one who downs the most Annihilators.
* Any killed Annihilator will be accumulated during the Magnamund Rescue for a couple of additional awards.
Event Rules
Each character can arm themselves with either a Bor Rifle or a Longbow. Bor Rifle requires you to have access to this weapon or have enough trust with the dwarves to be allowed to borrow one.
There are 20 slots which are available, numbered 1-20 form left to right. Please state the number of the slot you wish to take when you make your first post here.
A player with a Longbow must state the Pull value of their selected Longbow.
The Bow can be changed for another Bow with 0 Pull at the start of Round 3, Round 6, or Round 9. This change costs 2 activity.
For every three Rounds a player must select a Banner colour and one random number in the range 1-10 for each round of attacks. Banner colours are: white, pink, yellow, orange, red, blue, green, brown, and black.
For a Bor Rifle the player needs to state the following for each shot:
- Number of Loads.
- Number of Bullets.
- Area you try to Hit. (Head, Torso, Right Arm, Left Arm, Right Leg, Left Leg.)
- Monster type you aim at.
For a Longbow the player needs to state the following for each shot:
- Area you try to Hit.
- Monster type you aim at.
As mentioned above you are able to use your specials during event.
Players are advised to list details for 10 shots with Bor Rifle and for 15 shots with a Longbow for every three Rounds. (If you know you have considerable less shots than this you can specify less. Be aware however that some characters may be able to change your available shots, so list at least 2 extra shots than you know you will be able to get off.)
Monster types are:
Warrior: 20 Health (Tier III), 10 of these. Attack number needed to hit: 7
Soldier: 12 Health (Tier II), 25 of these. Attack number needed to hit: 6
Footman: 7 Health (Tier I), 65 of these. Attack number needed to hit: 5
Detailed Rules for shooting.
If you want to do something else then you can ask in the sign-up thread of through PM.
Bor Rifle.
Uses a double Eye bonus for Attack. Shot has a penalty of Distance/20.
I.e. 1d10 – 1 + Eye + Eye – Distance/20 must be higher or equal to the number to hit to hit the area you aim for.
Reload time: 4 -2 for Rapid Reload with Guns +1 for more than 1 Bullet and +1 for more than one Load.
Time to Fire: 2
Dwarven Gunner: Reload time does not increase for number of Loads or Bullets.
A miss causes the bullets to move in one random direction from the aim.
In addition the shot is affected by the following:
Risk of Drift in % (Bullets go left or right):
10 + Distance/5 - Loads*10
Risk of Kick in % (Bullets go up or down):
Loads*20 - Strength*10
Risk of Scatter in % (Bullets move in random direction from aim):
(Bullets - Loads) * 10
Damage:
(2d8 - Distance/30) * Target Modifier * Load Modifier * Bullet Modifier
Target Modifier:
Head hit = 1.5, Torso Hit = 1.0, Arm/Leg hit = 0.5
Load Modifier:
3 Loads = 1.3, 2 Loads = 1.1, 1 Load = 1.0
Bullet Modifier (this is applied to each bullet, but the damage from the bullets are added together):
3 Bullets = 0.5, 2 Bullets = 0.67, 1 Bullet = 1.0
Longbow
Uses a double Eye bonus for Attack. Shot has a penalty of Distance/16.
I.e. 1d10 – 1 + Eye + Eye – Distance/16 must be higher or equal to the number to hit to hit the area you aim for.
Reload time: Pull value.
Time to Fire: 2
Expert Archer: Reload time does not increase for a tightly Stringed bow (Pull value).
A miss causes the arrow to move in one random direction from the aim.
Risk of Drift in % (Arrows go left or right):
20 + Distance/3 - Pull value*8
Risk of Kick in % (Arrows go up or down):
Pull value*8 – Strength*3
To use a tightly stringed Bow, a Strength score equal to the Pull value is required.
Damage:
(Pull value + 1d6 - Distance/20) * Target Modifier * Pull Modifier
Target Modifier:
Head hit = 1.5, Torso Hit = 1.0, Arm/Leg hit = 0.5
Pull Modifier:
Pull value 4 = 1.5, Pull value 3 = 1.3 Pull value 2 = 1.2, Pull value 1 = 1.1, Pull value 0 = 1.0
Judging
We will use die rolling for each banner colour on Invisible Castle. The random number you chose will amend the rolls.
Attack rolls: random number is added and result is then modulo 10.
Modification of aim also has the random number added to it and the result is then modulo 8, but with 8 = 8. The target will hit a place relative to the aim as indicated below:
1: Up and left
2: Up
3: Up and right
4: Left
5: Right
6: Down and left
7: Down
8: Down and right
Percentile number are rolled as d100-1 if number is less than the risk of Drift, Kick, and Scatter then the event occurs. The random number*10 is added to the rolled number and then the result is modulo 100 to get a number in range 0-99.
If there is drift the random number is inspected further:
odd = left; even = right
If there is kick the random number is inspected further:
odd = up; even = down.
Edited in judging of Kick and Drift.
Edited in rules for changing Bow.
Sign-ups so far:
Doomy
eviltb
Aguila Saber
Beowuuf
Trasken
Summary:
Round 1-3.
6 downed Footmen (NPCs)
Round 4-6
9 downed Footmen (NPCs)
1 downed Footmen (Aguila)
1 downed Footmen (Beowuuf)
1 downed Footmen (eviltb)
3 downed Soldiers (NPCs)
2 downed Warriors (Doomy)
Round 7-9
14 downed Footmen (NPCs)
1 downed Footmen (Aguila)
2 downed Footmen (Beowuuf)
2 downed Footmen (eviltb)
5 downed Soldiers (NPCs)
3 downed Soldiers (Aguila)
1 downed Soldier (Trasken)
1 downed Warrior (Doomy)
Round 10-12:
16 downed Footmen (NPCs)
2 downed Footmen (eviltb)
1 downed Footmen (Trasken)
2 downed Footmen (Beowuuf)
10 downed Soldiers (NPCs)
1 downed Soliders (Trasken)
2 downed Soliders (Aguila)
2 downed Warriors (NPCs)
2 downed Warriors (Doomy)
Round 13:
2 downed Footmen (Aguila)
1 downed Footmen (Beowuuf)
1 downed Warrior (Doomy)
Melee round 13:
1 downed Warrior (Trasken)
Melee round 14:
1 downed Footman (Trasken)
1 downed Footman (Aguila)
Melee round 15:
1 downed Warrior (Trasken)
1 downed Footman (Aguila)
1 downed Footman (Doomy)
All enemies downed in 15 Rounds:
65 out of 65 Footmen downed.
25 out of 25 Soldiers downed.
10 out of 10 Warriors downed.
Total damage (Marksmanship - Final scores):
Doomy: 195.1
Aguila: 146.8
Beowuuf: 68.8
Trasken: 48.0
eviltb: 40.4
Enemies downed, total:
Doomy: 6 Warriors. 1 Footman
Aguila: 5 Soldiers, 6 Footmen
Beowuuf: 6 Footmen
Trasken: 2 Warriors, 2 Soldiers, 2 Footmen
eviltb: 5 Footmen
This event is limited to 20 players. Any less and I will fill in with NPCs.
The look-out reports that the Annihilators are massing and they are going to attack the camp in the north-west soon
After some quick preparations the champions arm themselves with a Bow or a Rifle. When the annihilators are at a distance of 80, we can fire at leisure. Helpers who replenish our ammunition are available.
There are 100 enemies approaching. Each round they will move a distance of 6. Any enemies we have not downed when they reach our line we will have to engage in melee!
Characters will have time to spend each round equal to their Speed + 5.
Specials can be used freely and repeatedly during this event.
Items can also be us used freely during this event.
No one prevents you from leaving the marksmanship line and try to face the annihilators in melee. You will likely get yourself killed if you do, but I certainly won’t stop you.
Those who have magical ranged attacks can use them at a distance of 40. This won’t get you points for damage inflicted with ranged weapons, but any killed enemies will be counted.
Trying to snipe other players targets will be possible at distance 8 or less. I.e. allowed after 12 Rounds.
* Event award goes to the one who has the highest damage inflicted from shooting with their ranged weapon.
* Honorary mention goes to the one who downs the most Annihilators.
* Any killed Annihilator will be accumulated during the Magnamund Rescue for a couple of additional awards.
Event Rules
Each character can arm themselves with either a Bor Rifle or a Longbow. Bor Rifle requires you to have access to this weapon or have enough trust with the dwarves to be allowed to borrow one.
There are 20 slots which are available, numbered 1-20 form left to right. Please state the number of the slot you wish to take when you make your first post here.
A player with a Longbow must state the Pull value of their selected Longbow.
The Bow can be changed for another Bow with 0 Pull at the start of Round 3, Round 6, or Round 9. This change costs 2 activity.
For every three Rounds a player must select a Banner colour and one random number in the range 1-10 for each round of attacks. Banner colours are: white, pink, yellow, orange, red, blue, green, brown, and black.
For a Bor Rifle the player needs to state the following for each shot:
- Number of Loads.
- Number of Bullets.
- Area you try to Hit. (Head, Torso, Right Arm, Left Arm, Right Leg, Left Leg.)
- Monster type you aim at.
For a Longbow the player needs to state the following for each shot:
- Area you try to Hit.
- Monster type you aim at.
As mentioned above you are able to use your specials during event.
Players are advised to list details for 10 shots with Bor Rifle and for 15 shots with a Longbow for every three Rounds. (If you know you have considerable less shots than this you can specify less. Be aware however that some characters may be able to change your available shots, so list at least 2 extra shots than you know you will be able to get off.)
Monster types are:
Warrior: 20 Health (Tier III), 10 of these. Attack number needed to hit: 7
Soldier: 12 Health (Tier II), 25 of these. Attack number needed to hit: 6
Footman: 7 Health (Tier I), 65 of these. Attack number needed to hit: 5
Detailed Rules for shooting.
If you want to do something else then you can ask in the sign-up thread of through PM.
Bor Rifle.
Uses a double Eye bonus for Attack. Shot has a penalty of Distance/20.
I.e. 1d10 – 1 + Eye + Eye – Distance/20 must be higher or equal to the number to hit to hit the area you aim for.
Reload time: 4 -2 for Rapid Reload with Guns +1 for more than 1 Bullet and +1 for more than one Load.
Time to Fire: 2
Dwarven Gunner: Reload time does not increase for number of Loads or Bullets.
A miss causes the bullets to move in one random direction from the aim.
In addition the shot is affected by the following:
Risk of Drift in % (Bullets go left or right):
10 + Distance/5 - Loads*10
Risk of Kick in % (Bullets go up or down):
Loads*20 - Strength*10
Risk of Scatter in % (Bullets move in random direction from aim):
(Bullets - Loads) * 10
Damage:
(2d8 - Distance/30) * Target Modifier * Load Modifier * Bullet Modifier
Target Modifier:
Head hit = 1.5, Torso Hit = 1.0, Arm/Leg hit = 0.5
Load Modifier:
3 Loads = 1.3, 2 Loads = 1.1, 1 Load = 1.0
Bullet Modifier (this is applied to each bullet, but the damage from the bullets are added together):
3 Bullets = 0.5, 2 Bullets = 0.67, 1 Bullet = 1.0
Longbow
Uses a double Eye bonus for Attack. Shot has a penalty of Distance/16.
I.e. 1d10 – 1 + Eye + Eye – Distance/16 must be higher or equal to the number to hit to hit the area you aim for.
Reload time: Pull value.
Time to Fire: 2
Expert Archer: Reload time does not increase for a tightly Stringed bow (Pull value).
A miss causes the arrow to move in one random direction from the aim.
Risk of Drift in % (Arrows go left or right):
20 + Distance/3 - Pull value*8
Risk of Kick in % (Arrows go up or down):
Pull value*8 – Strength*3
To use a tightly stringed Bow, a Strength score equal to the Pull value is required.
Damage:
(Pull value + 1d6 - Distance/20) * Target Modifier * Pull Modifier
Target Modifier:
Head hit = 1.5, Torso Hit = 1.0, Arm/Leg hit = 0.5
Pull Modifier:
Pull value 4 = 1.5, Pull value 3 = 1.3 Pull value 2 = 1.2, Pull value 1 = 1.1, Pull value 0 = 1.0
Judging
We will use die rolling for each banner colour on Invisible Castle. The random number you chose will amend the rolls.
Attack rolls: random number is added and result is then modulo 10.
Modification of aim also has the random number added to it and the result is then modulo 8, but with 8 = 8. The target will hit a place relative to the aim as indicated below:
1: Up and left
2: Up
3: Up and right
4: Left
5: Right
6: Down and left
7: Down
8: Down and right
Percentile number are rolled as d100-1 if number is less than the risk of Drift, Kick, and Scatter then the event occurs. The random number*10 is added to the rolled number and then the result is modulo 100 to get a number in range 0-99.
If there is drift the random number is inspected further:
odd = left; even = right
If there is kick the random number is inspected further:
odd = up; even = down.
Edited in judging of Kick and Drift.
Edited in rules for changing Bow.
Sign-ups so far:
Doomy
eviltb
Aguila Saber
Beowuuf
Trasken
Summary:
Round 1-3.
6 downed Footmen (NPCs)
Round 4-6
9 downed Footmen (NPCs)
1 downed Footmen (Aguila)
1 downed Footmen (Beowuuf)
1 downed Footmen (eviltb)
3 downed Soldiers (NPCs)
2 downed Warriors (Doomy)
Round 7-9
14 downed Footmen (NPCs)
1 downed Footmen (Aguila)
2 downed Footmen (Beowuuf)
2 downed Footmen (eviltb)
5 downed Soldiers (NPCs)
3 downed Soldiers (Aguila)
1 downed Soldier (Trasken)
1 downed Warrior (Doomy)
Round 10-12:
16 downed Footmen (NPCs)
2 downed Footmen (eviltb)
1 downed Footmen (Trasken)
2 downed Footmen (Beowuuf)
10 downed Soldiers (NPCs)
1 downed Soliders (Trasken)
2 downed Soliders (Aguila)
2 downed Warriors (NPCs)
2 downed Warriors (Doomy)
Round 13:
2 downed Footmen (Aguila)
1 downed Footmen (Beowuuf)
1 downed Warrior (Doomy)
Melee round 13:
1 downed Warrior (Trasken)
Melee round 14:
1 downed Footman (Trasken)
1 downed Footman (Aguila)
Melee round 15:
1 downed Warrior (Trasken)
1 downed Footman (Aguila)
1 downed Footman (Doomy)
All enemies downed in 15 Rounds:
65 out of 65 Footmen downed.
25 out of 25 Soldiers downed.
10 out of 10 Warriors downed.
Total damage (Marksmanship - Final scores):
Doomy: 195.1
Aguila: 146.8
Beowuuf: 68.8
Trasken: 48.0
eviltb: 40.4
Enemies downed, total:
Doomy: 6 Warriors. 1 Footman
Aguila: 5 Soldiers, 6 Footmen
Beowuuf: 6 Footmen
Trasken: 2 Warriors, 2 Soldiers, 2 Footmen
eviltb: 5 Footmen