FLASHBANG is a game I cooked up while thinking of new and interesting ways to use the OSR playstyle and general gameplay in other settings and time periods. FLASHBANG is a game about tactical modern day "dungeon crawling", your party plays as SWAT.
Out of all the rulesets and complete games I've ever made, I'm pretty happy with it. Probably one of my best, due to its fast speed and simplicity.
Character Creation
You
roll 3d6 for each stat. If you're the best of the best, you get 4d6
drop lowest instead.
[B]ody
is your physical strength and toughness.
[R]eaction
is reaction time to fire weapons.
[E]ducation
is knowledge skills.
[A]gility
is avoiding gunfire.
[C]are
is empathy and first aid skill.
[H]eroism
is luck and heroic stunts.
Classes
Once
you roll your stats, time to choose a class.
Pointman
uses point-blank weapons.
They
get +2 to-hit point blank and +1 HP.
Their
maximum AC is 18
Specialist uses support & special weapons.
They get +2 to the effects of special weapons.
Their maximum AC is 16
Technician
uses support weapons and kits.
They
get +2 to using kits and field repairs.
First
adjacent explosion is counted as clipped.
Their
maximum AC is 14
Negotiator uses
support weapons.
They get +2 to social checks and can offer themselves as 1 leverage.
Their maximum AC is 12
Sniper
uses long rifles.
They get +2 to hit and damage.
Their maximum AC is 12
The final class is special, and only the person with the lowest stat modifier total may play a Rookie.
Rookie
uses support weapons.
They get +4 to their first heroic stunt. The only class that starts
at the 'Recruit' rank. Once they reach the rank of Agent they get +2
to a stat for free and must pick a new class.
Their maximum AC is 14 until they change class.
Their maximum AC is 14 until they change class.
Health & Damage
Your
health points are 1d6 + body modifier.
The
first time you are hit by a firearm attack that deals 1-5 damage, you
are clipped and
your armor is reduced by -2 AC. You are in pain and take -2 on all
actions unless given an injection or first aid. Even after being
healed or switching your armor, you still count as clipped and the
next roll does normal damage.
Any
roll of 6 or more is considered a lethal blow, usually a headshot. If
you drop to 0 HP, you're out but might be saved if a professional
(not medic) EMT treats you. Anything under 0 is death.
Combat
Whenever
you shoot with a gun, roll d20 + reaction modifier vs the target's AC
+ cover. On a hit, you roll the gun's damage. On a miss, you must
reload. Roll 1 to jam your weapon.
Point-blank
attacks are done with fists, melee weapons, or point-blank firearm
weapons. You just roll d20 + reaction modifier vs the target's AC, no
cover bonus.
Your AC is determined by your armor + agility modifier and has a maximum based on your class. If you switch armor with a dead person that's better then your own, your max is the cap.
Your AC is determined by your armor + agility modifier and has a maximum based on your class. If you switch armor with a dead person that's better then your own, your max is the cap.
You can
do field first aid. Heal 1d2 + care modifier as long as you makeshift
materials.
Cover
grants bonus AC to your character, avoiding the chance of them
getting hit by gunfire. Cover from furniture grants +2 AC per person
it would take to lift it. You can grant covering fire by shooting at
any enemy that could shoot at your allies. Roll your weapon's damage
and add that to your friend's AC as they move.
Heroic Stunts
To get
a hostage to do anything risky, jump from rooftop to rooftop in hot
pursuit, or throw a live grenade back at the guy who threw it, roll a d10+heroism
modifier.
Normal
target number is 6.
Negotiation
Criminals
will make demands, usually on radio. If you don't give in to demand
officer must roll 2d6 + leverage. If under number of hostages they will kill
one. If you give demands the criminals get;
Random
Demands- Roll 1d4
[1]
Live getaway car- some criminals may escape.
[2]
You cannot use long rifles for 20 minutes.
[3]
Food, drugs, porno, etc. Injuried criminals reroll their hit dice.
[4]
Craft supplies; They make a boobie-trap.
Unlike in real life, police cannot 'trap' these options.
Leverage
Each
demand you give in to the criminal grants 1 leverage. Leverage can be
used to free one hostage from the bad guys, or could be turned in to get one near the window.
You get -1 leverage if you kill one of the criminals. Negative leverage subtract from your negotiation rolls to avoid them killing more hostages.
Grenades
Everybody
gets 2 grenades on a mission. You can scavenge other grenades as they
come.
Roll
1d4 twice or pick 2
[1]
Flashbang: Enemies stunned for 2 rounds.
[2]
Gas: Enemy must move in 1 round or take 1d4 damage from gas. Gas
damage is not lethal, but knocks you out if you go to 0 or less HP.
[3]
Explosive: Deals 1d6 explosion damage
[4] Smoke:
Grants +3 AC as cover bonus
Equipment
Whatever
weapons or primary tools your class 'uses' are granted at the start
of each mission, one of each. Your maximum armor class is the type of
armor you are given at the start of each mission, unless you've
achieved promotion. Everyone is also given a pistol, knife, and short
range radio.
Point-Blank Weapons
Shotgun
deals 1d8 damage.
Reloading
takes 2 rounds.
Can be
used as a club in melee combat.
Submachine Gun
deals 1d6 damage.
Reloading takes 1 round.
Spray & Pray attack two enemies at once -2 to hit. Must reload
after, even if you hit/kill both.
Long
Rifles
Scoped
Rifle
deals 1d10 damage.
Reloading takes 2 rounds, must reload every use.
Can fire from building to building.
Can fire from building to building.
Iron-Sight
Rifle
deals 1d10 damage.
Reloading takes 2 rounds, must reload every use.
Use a round to Aim and add +3 to next attack.
Support
Weapons
Pistol
deals 1d4 damage.
Reloading
takes 1 round.
Everyone
has one. Plus you can use two at -2 to hit, raising damage to 1d8 if
shooting one target, or make two shots at -4.
Burst Rifle
deals 1d6 damage
Reloading
takes 1 turn.
Use a
round to Aim and add +2 to next attack.
Special Weapons
Specialists
start with one of these each mission, either based on the mission,
randomly assigned, or based on personal preference.
Roll
1d6 or choose
[1]
Battering Ram: Can be used to bash down doors or 1d8 against enemies.
[2]
Riot Shield: Immune to melee attacks while using, grants +2 cover
bonus to AC
[3]
Grenade Launcher: Deals 1d6 explosion damage to enemies adjacent to
target.
[4]
Light Machine Gun: Deals 1d12 damage, but has -2 to hit and is loud
as balls. Reloading takes a minute or 10 rounds or so.
[5]
EMP Scatterer: Turns off digital enemy devices, including traps and
cell phones.
[6]
Beanbag Shotgun: Deals 1d8 nonlethal damage, can fire willy nilly
into crowds and can punch through shallow walls.
Kits
Given
to technicians based on the type of mission, or just roll randomly.
Roll
1d4 or choose
[1]
First-Aid: Can remove the clipped condition and heal damage. Heals
1d6 + care modifier.
[2]
Defuse Kit: Used to disarm bombs. Roll 1d6+knowledge modifier over
bomb difficulty. Most bombs have a difficulty of 3. Failing this roll
means the bomb cannot be disarmed and has a 1 in 10 to instantly
explode. They'll need the robot.
[3]
Lockpicking Kit: Takes 1d6 minutes – knoweldge modifier and can
pick locks silently.
[4]
Drone Kit: Rolling or flying drone can be used to spy on enemies. One
hit disables it.
Experience
& Progression
Completing mission objectives grants experience, which grants you
advancing ranks. All classes except the Rookie start at 'Agent' Rank.
Having higher ranks essentially lets you get slack from the boss,
letting you change your basic loadout and perform actions more
freely.
You gain +1 experience per bad guy killed, hostage rescued, and bomb
defused. Completing a mission grants +10 experience points.
Ranks
0
XP (0) Recruit
(Rookie Class Only)
20
XP (1) Agent
40 XP (2) Recognized Agent I
80 XP (3) Recognized Agent II
160 XP (4) Recognized Agent III
320 XP (5) Head Agent
640 XP (6) Officer I
1280 XP (7) Officer II
2560 XP (8) Officer III
5120 XP (9) Head Officer
40 XP (2) Recognized Agent I
80 XP (3) Recognized Agent II
160 XP (4) Recognized Agent III
320 XP (5) Head Agent
640 XP (6) Officer I
1280 XP (7) Officer II
2560 XP (8) Officer III
5120 XP (9) Head Officer
Promotions
Every time you advance in Rank, you get +1 maximum HP and a bonus
chosen below. Agents can pick only from the Agent list, Officers can
pick from the Agent OR Officer list.
Unless otherwise stated, you can take the same bonus any number of
times.
Agent Promotions
– Pick
or Roll 1d6
[1]
Deploy to a mission with +1 grenade.
[2]
Maximum AC increased by +1.
[3]
Your pistol is replaced with a revolver, which deals 1d6 damage. Only
take this once.
[4]
First time a bullet would kill you, miraculously deflects off your
badge; right over your heart. Can only be taken and used once.
[5]
Increase any stat by +1
[6]
Heal +1 health any time you use a medkit.
Officer Promotions –
Pick
or Roll 1d6
[1]
Select one weapon or kit on the equipment list, you can deploy with
it whenever you wish. Ignore class restrictions.
[2]
You can be clipped another time on a mission.
[3]
You deal +1 damage.
[4]
Roll 1d12 when doing Heroic stunts. Can only take this once.
Retirement
When you reach maximum rank, you can choose to go on one last
mission. Your new rank is “One Day from Retirement”. Enemies roll
1d12 as damage dice against you. If your gun jams it explodes in your
hand dealing 1d6 explosion damage to you. If you manage to survive
this mission congratulations, you win the game.
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