Besh Qek Cresh - A d20 Firing Range Simulation

NotActuallyBatman

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Shinies! Listen up!

Master Shaak Ti has approved the revisions that my fellow ARC Troopers and I have made to the Basic Qualifications Course, and we’ve received orders to begin the new test batteries ASAP. We have shortened permissible time on target and we shrank the acceptable hit zones. This training evolution is to help you develop an immediate state of readiness and improved weapon control above and beyond the previous iteration of this test, so that when the time comes you can go from rack to ready in an instant; it is not a substitute for the real thing.

Look…none of you want to be here right now, I get that. Not after last week. The clankers didn’t just launch a strategic offensive here, they violated our home. I’m every bit as angry as you are. But the cold fact of it is it does not matter how angry we are; going back to business as usual will get. You. Killed. It is our job to make sure that does not happen. The times have changed, boys. If we want to win this war, then so will we.

And if you want to give the Seppies a bit of payback for what they did here, then get on line and show me.

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1. Players may choose between a Pistol, Carbine, Rifle, or Scattergun. Upon stepping to the first firing line, the weapon choice is final.
- Pistols, being close-range weapons, will have an initial +2 to each shot, which will decrease by 1with each round.​
- Rifles, being long-range weapons, will have an initial -2 to each shot, which will increase by 1 with each round.​
- Scatterguns, fitting with the old Smuggler adage of "Double or nothing", will double the Pistol modifiers and decrease accordingly.​
- Carbines will have no modifiers attached at all, and players will count the raw dice rolls (less exceptions below).​
- Modular weapons are locked to whatever configuration was in place at time of stepping to the firing line. I see you.​
2. Using a D20, players will use the option to roll four at once from the radial menu.
- The first die rolled will represent clearing the holster, and will be a flat DC2 throughout the game, regardless of weapon used.​
- The following three will represent three shots, and must meet or beat the round's DC to be counted, rising with each course of fire.​
3. The resulting scores (that pass the round's DC) will be tallied towards the player's final score, with any roll that does not pass the DC counting as 0.

4. Critical Successes and Failures (Nat 20s and Nat 1s):
- Rolling a Natural 20 on the initial (holster) roll will provide a x 0.5 multiplier to ALL subsequent dice rolls for that round.​
- Rolling a Natural 1 at any point, however, will nullify all rolls that follow for that round. Malfunctions of weapon or hand happen to us all.​

5. The highest score at the end of the game wins. Duh.
 
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