Cover (no ontology)

From Mazeworld

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In order to take cover, a creature must first seek for available cover in the [[Gameplay mechanics#Battlespace|battlespace]].
In order to take cover, a creature must first seek for available cover in the [[Gameplay mechanics#Battlespace|battlespace]].
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As explained in the link above, there are four sides in each battlespace. There can only be one piece of cover per side, barring exceptional situations; in turn this means there is generally only up to 4 pieces of cover in any given room. When combat begins, the GM makes four '''@cover''' rolls privately, once per Side of the battlespace, distributed sequentially; the first roll determines Side 1 cover, the second determines Side 2 cover, and so on. The player is not requires to roll @cover on their own if they wish for their Contestant to take cover; instead, the player may simply make a statement such as "I am looking for cover" or "Is there cover on my side?", and the GM reveals what type of cover is on their side. If any creatures on other sides are attempting to take cover, the cover on their side is also revealed.
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As explained in the link above, there are four sides in each battlespace. There can only be one piece of cover per side, barring exceptional situations; in turn this means there is generally only up to 4 pieces of cover in any given room. When combat begins, the GM may determine in advance what types of cover can be found on each Side. To figure out whether there is cover on their Side, the player may simply ask for the information, with a statement such as "I am looking for cover" or "Is there cover on my side?", and the GM may detail what type of cover is on their side. If any creatures on other sides are attempting to take cover, the cover on their side is also detailed and explained.
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In order to take cover, each creature wishing to do so must make the relevant roll (see [[Gameplay mechanics#Other useful ways to use 2d6s|gameplay mechanics]] on how to do so).
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Taking cover is a '''non-combat action''' with a special trait; this action always succeeds, but may require a check (the '''Stealth cover check''', see [[Gameplay mechanics#Other useful ways to use 2d6s|gameplay mechanics]]) if the creature about to take cover has stealth and wishes to maintain stealth.
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Taking cover is a '''special type of non-combat action'''. Normally, non-combat actions, once resolved, end the turn ; their defining trait is that they are invariably resolved before combat actions (actions involving Initiative Speed). Taking cover is special in that  '''if successful, the cover-taking creature may initiate a second action afterwards''' (except taking cover again, since they're already behind cover.)
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* If successful, the cover-taking creatures '''maintains stealth'''. Stealth prevents a creature from being seen or targeted from other creatures on other sides, meaning creatures in stealth have priority to attack during the turn ; since they're not seen nor targetable, they can attack in impunity until stealth is broken.
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* If failed, they still take cover, '''but stealth is broken for everyone on their side (they are seen)''', and their own turn ends immediately.
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* There is no critical success nor critical failure when taking cover ; rolling a 2 or a 12 are treated as simply being regular failure and success, respectively.
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==== Exceptional cases ====
==== Exceptional cases ====
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* If creatures on multiple sides have successfully taken cover, their attacks are resolved before those that failed their cover rolls, or those that chose not to take cover.
 
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** This may potentially result in multiple creatures with maintained stealth. Stealth can also be broken if an enemy moves into their side, however.
 
* There exist exceptional instances where there may be more than one piece of cover per side. In such situations, a roll to take cover must be made each time a creature wants to switch from one piece of cover to another, even if they were already behind one previously.
* There exist exceptional instances where there may be more than one piece of cover per side. In such situations, a roll to take cover must be made each time a creature wants to switch from one piece of cover to another, even if they were already behind one previously.
* There also exist exceptional instances where cover types may be pre-determined, which may include situations where cover is guaranteed to never appear.
* There also exist exceptional instances where cover types may be pre-determined, which may include situations where cover is guaranteed to never appear.
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=== Exposure ===
 
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When behind cover, encounters can find themselves in one of two '''states of exposure''': '''Exposed''' and '''Hidden'''.
 
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* When '''Hidden''', the encounter's body is '''completely concealed''' by the cover; the encounter is hiding from sight and is fully using the cover as a shield, maximizing its defensive properties. However, '''while in this state, the encounter CANNOT make a ranged attack''', but consequently, cannot be targeted either by such attacks. Melee attacks are still possible in case the enemy is moving towards their side, or the encounter wishes to abandon cover quickly and attack the enemy on their side.
 
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* When '''Exposed''', the encounter's body is '''PARTIALLY revealed''' and is allowed to attack normally, but since the body is partially exposed, these exposed body parts may be aimed at and fired upon without the cover's protection.
 
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** '''Exposed body groups: HEAD, UPPER BODY, LIMBS (Arms only) EXTREMITIES (Hands only)
 
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* When first taking cover, the encounter may choose which exposure state they first want to assume. If the player specifies none when the Contestant is taking cover, '''Exposed''' is assumed by default.
 
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* Switching between exposure states takes a full turn. Being a non-combat action, it is always resolved first. The reason it takes a full turn is to avoid "turtling".
 
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Assuming enemies fire upon the Contestant's side...
 
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* If the Contestant was Hidden and is switching to Exposed, he/she will do so at the start of the turn, but may not be targeted; it is only possible to aim at targets that are already exposed when the turn begins.
 
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* If the Contestant was Exposed and is switching to Hidden, it is possible that enemies may have targeted that user, but as the switch will occur at the start of the turn, it will always be resolved before most attacks. In turn, the Contestant will not be hit directly as cover will be in the way.
 
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As such, switching between the two states constantly, turn after turn, is possible but impractical, as the user constantly switching can never get to attack due to wasting full turns. In other words, it is impossible to abuse exposure states to benefit from both Exposed's ability to attack and Hidden's total protection within a single turn.
 
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'''NOTE:''' State of exposure has no effect on stealth. As long as stealth is maintained, the user will not be detected, even if they are Exposed.
 
=== Types of cover ===
=== Types of cover ===
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| 10+ [[Limb damage|dmg]]
| 10+ [[Limb damage|dmg]]
| x0.50
| x0.50
 +
|-
 +
| Improved Tactical Shield "Super Guardian" model
 +
| 90
 +
| -3
 +
| A3
 +
| 10+ [[Limb damage|dmg]]
 +
| x0.75
|-
|-
| Tactical Shield "Defender" model
| Tactical Shield "Defender" model
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| 14+ [[Limb damage|dmg]]
| 14+ [[Limb damage|dmg]]
| x0.25
| x0.25
 +
|-
 +
| Improved Tactical Shield "Super Defender" model
 +
| 135
 +
| -4
 +
| A4
 +
| 12+ [[Limb damage|dmg]]
 +
| x0.50
|-
|-
| Tactical Shield "Colossus" model
| Tactical Shield "Colossus" model
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| 14+ [[Limb damage|dmg]]
| 14+ [[Limb damage|dmg]]
| x0.1
| x0.1
 +
|-
 +
| Improved Tactical Shield "Titan" model
 +
| 300
 +
| -5
 +
| A5
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| 14+ [[Limb damage|dmg]]
 +
| x0.25
|}
|}
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==== Direct targeting of cover ====
==== Direct targeting of cover ====
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Cover '''can be targeted''' directly, rather than one of the creatures behind the piece of cover, and so for multiple purposes.
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Cover '''can be targeted''' directly (and in certain cases, mainly when using [[Explosives rules|explosive weapons]], it is the only target possible), rather than one of the creatures behind the piece of cover, and so for multiple purposes.
* First and most evident purpose: Destroying the cover rather than attack the opponents, and as such deprive them of concealment from targeting and from defense.
* First and most evident purpose: Destroying the cover rather than attack the opponents, and as such deprive them of concealment from targeting and from defense.
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* Tactical Shield "Colossus"
* Tactical Shield "Colossus"
* Blast shield
* Blast shield
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=== Full Protection ===
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Most cover does not protect the whole body when the users are Exposed, unless they are behind Full Protection cover, which have the ability to '''shield a standing human being completely'''. Thanks to the presence of firing ports, shooters behind Full Protection cover can still attack as well. Additionally, they protect against '''Bouncing''' [[Explosives rules|explosives]], which normally have the ability to jump above or around cover; the bouncing trait is simply ignored when used against a piece of cover with Full Protection, as though it wasn't there at all.
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Such cover is naturally extremely rare and only encountered in very secure areas. Such cover is still not invulnerable, despite being improved versions of existing cover, and repeated damage will eventually destroy them as well.
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Full Protection cover types are:
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* Improved Tactical Shield "Super Guardian"
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* Improved Tactical Shield "Super Defender"
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* Improved Tactical Shield "Titan"
=== Strategy ===
=== Strategy ===
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Cover is an essential aspect of combat in the Mazes, as it has many uses - stealth, speed, and protection from hits via passive defense. They are the only way to preserve stealth, and in doing so, can allow combatants that would otherwise be slow (due to high Initiative Score) to attack first (or at least, faster).
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Cover is an essential aspect of combat in the Mazes, as it has many uses - primarily stealth and protection from hits via passive defense.
Cover can absorb damage intended for the encounters using it, unless said encounters are exposed and hit in exposed body parts; there is an innate sense of strategy - should one remain exposed in order to be able to keep returning fire, or be hidden so as to be fully protected, but unable to attack? The answer wholly depends on the situation, the context, and the personal strategy of the Contestant and the other combatants.
Cover can absorb damage intended for the encounters using it, unless said encounters are exposed and hit in exposed body parts; there is an innate sense of strategy - should one remain exposed in order to be able to keep returning fire, or be hidden so as to be fully protected, but unable to attack? The answer wholly depends on the situation, the context, and the personal strategy of the Contestant and the other combatants.
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Cover provides passive protection to all the encounters using it, until it is destroyed, or unless explosives are used. In such cases, '''splash damage''' hits ALL encounters and anything damageable on the same side as the point of detonation, this includes cover and encounters taking cover, though this only applies for the blast; fragmentation, for example, will hit the cover.
Cover provides passive protection to all the encounters using it, until it is destroyed, or unless explosives are used. In such cases, '''splash damage''' hits ALL encounters and anything damageable on the same side as the point of detonation, this includes cover and encounters taking cover, though this only applies for the blast; fragmentation, for example, will hit the cover.
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When a contestant first enters a room and sees an encounter, he/she can attempt taking cover. Taking cover is subject to a dice roll, but not to the [[Gameplay mechanics|failure threshold]]; even with FT modifiers, a '''7''' or more is required to be successful in taking cover.
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When a contestant first enters a room and sees an encounter, he/she can attempt taking cover stealthily, as dictated by [[Gameplay mechanics#Other useful ways to use 2d6s|gameplay mechanics]].
Should the contestant succeed the roll, he/she will successfully take cover, '''stealth will be preserved''', and (in most cases) the enemy inside will not notice the contestant's presence.
Should the contestant succeed the roll, he/she will successfully take cover, '''stealth will be preserved''', and (in most cases) the enemy inside will not notice the contestant's presence.
However, should he/she fail the roll, the contestant will succeed in taking cover '''but will be noticed''' by the enemy, ending his/her turn; this leaves a window for the opponent to attack.<br/>
However, should he/she fail the roll, the contestant will succeed in taking cover '''but will be noticed''' by the enemy, ending his/her turn; this leaves a window for the opponent to attack.<br/>
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In case of a critical failure while rolling for cover, they don't take cover at all; the enemies will attack beforehand. They must also '''roll again to take cover''' next turn.
 
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During combat, if a piece of cover is struck by a '''critically successful hit''' (rolling 12), rolling @critwin is not needed - cover is unaffected by the effects of critical successes and simply succeed as normal. In a way, cover provides protection from these random, and often crippling effects.
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During combat, if a piece of cover is struck by a '''critical hit''' (rolling 12), rolling @critwin is not needed - cover is unaffected by the effects of critical successes and simply succeed as normal.
Cover becomes more interesting if the contestant is [[Stealth shot|attempting a stealth shot]].
Cover becomes more interesting if the contestant is [[Stealth shot|attempting a stealth shot]].

Latest revision as of 17:50, 16 July 2019

Cover is a part of most rooms in Mazeworld. They are objects that serve as passive defense and is essential to maintain stealth in order for the contestant to attempt a stealth shot.

Taking cover

In order to take cover, a creature must first seek for available cover in the battlespace.

As explained in the link above, there are four sides in each battlespace. There can only be one piece of cover per side, barring exceptional situations; in turn this means there is generally only up to 4 pieces of cover in any given room. When combat begins, the GM may determine in advance what types of cover can be found on each Side. To figure out whether there is cover on their Side, the player may simply ask for the information, with a statement such as "I am looking for cover" or "Is there cover on my side?", and the GM may detail what type of cover is on their side. If any creatures on other sides are attempting to take cover, the cover on their side is also detailed and explained.

Taking cover is a non-combat action with a special trait; this action always succeeds, but may require a check (the Stealth cover check, see gameplay mechanics) if the creature about to take cover has stealth and wishes to maintain stealth.

Exceptional cases

  • There exist exceptional instances where there may be more than one piece of cover per side. In such situations, a roll to take cover must be made each time a creature wants to switch from one piece of cover to another, even if they were already behind one previously.
  • There also exist exceptional instances where cover types may be pre-determined, which may include situations where cover is guaranteed to never appear.


Types of cover

Cover may be randomly generated in rooms that have an encounter inside, even those that are not hostile. When the contestant enters such a room, the player may type @cover to prompt the IRC bot to generate cover. Cover damage is regulated solely using LDV rather than Pain, making cover potentially more durable, with each type having a set health and LDV modifier, similar to how Armor Class works in regards to limb damage.

Cover type HP LDV AC Eqv. PTT Pain mod.
Wooden barrel 24 -1 A1 6+ dmg x1
Wooden crate 36 -1 A1 6+ dmg x1
Flipped wooden table 36 -1 A1 6+ dmg x1
Flipped thin metal table 48 -1 A2 8+ dmg x1
Empty plastic crate 30 -2 A1 6+ dmg x0.75
Plastic crate full of garbage 39 -2 A2 8+ dmg x0.75
Metallic file case 45 -2 A2 8+ dmg x0.75
Metallic file case full of papers 53 -2 A2 8+ dmg x0.75
Tactical Shield "Guardian" model 60 -2 A3 10+ dmg x0.75
Brick wall 39 -2 A2 8+ dmg x0.75
Pile of garbage 59 -2 A2 8+ dmg x0.75
Wooden crate with metal covers 59 -2 A2 8+ dmg x0.75
Fridge 78 -2 A3 10+ dmg x0.75
Dishwasher 45 -3 A2 8+ dmg x0.50
Metallic container 60 -3 A3 10+ dmg x0.50
Empty dumpster 68 -3 A3 10+ dmg x0.50
Dumpster full of trash 83 -3 A3 10+ dmg x0.50
Improved Tactical Shield "Super Guardian" model 90 -3 A3 10+ dmg x0.75
Tactical Shield "Defender" model 90 -3 A4 12+ dmg x0.50
Sandbag nest 96 -3 A4 12+ dmg x0.50
Block of concrete 60 -4 A3 10+ dmg x0.25
Reinforced concrete wall 90 -4 A4 12+ dmg x0.25
Steel crate 120 -4 A5 14+ dmg x0.25
Improved Tactical Shield "Super Defender" model 135 -4 A4 12+ dmg x0.50
Tactical Shield "Colossus" model 200 -4 A5 14+ dmg x0.25
Blast shield 240 -5 A5 14+ dmg x0.1
Improved Tactical Shield "Titan" model 300 -5 A5 14+ dmg x0.25

Overpenetration

Cover is not completely infallible, and generally speaking, the weaker a piece of cover is, the less "health" it will have until breaking down; but even then, covers react differently to attacks. Overpenetration is a concern; certain Bullet-type attacks have sufficient power to pass through and hit encounters hiding behind a piece of cover.

  • In order for a pass-through to occur, covers now have a Pass-through Threshold ("PTT" on the table above). It details the minimum amount of limb damage required for a given Bullet-type attack to overpenetrate and pass-through the piece of cover.
  • Every cover also has an AC equivalence ("AC Eqv." on the table above), which is relevant for certain bullet-types which apply damage bonuses depending on the AC of its target.
    • Example: A piece of cover with an A3 AC equivalence will be considered to be a target with A3 AC if hit by a bullet with a projectile type that does varying damage depending on armor class, such as AP or JHP.
  • The amount of damage checked is the final amount, after all LDV modifiers have been applied; including that of the piece of cover. A piece of cover needing at least 8 damage to be overpenetrated requires a bullet that will do 8 or more damage even after applying the cover's LDV malus.
  • Each piece of cover has a listed Pain modifier ("Pain mod." on the table above) which applies a multiplication (between x0.25 and x1) to the amount of Pain damage the bullet will deal after successfully overpenetrating.

In short: A bullet which successfully passes all of the requirements (can be passed through, correct bullet type, sufficient damage) will do the following: Hit one of the creatures behind the piece of cover at random (equal chances), on a random body part (@bodyaim), with Pain multiplied by the listed modifier, and LDV reduced by the same amount as the piece of cover's (if the cover hit had LDV-2, then the overpenetrating bullet will have a LDV-2 malus before hitting a victim). Note that two LDV rolls are done in total if overpenetration occurs; one for determining damage done to the cover, and another separate one for damage done to the victim.

Direct targeting of cover

Cover can be targeted directly (and in certain cases, mainly when using explosive weapons, it is the only target possible), rather than one of the creatures behind the piece of cover, and so for multiple purposes.

  • First and most evident purpose: Destroying the cover rather than attack the opponents, and as such deprive them of concealment from targeting and from defense.
  • If attempting to overpenetrate through a piece of cover while targeting the cover itself, the overpenetrating bullet will hit a random creature among those behind cover, including any that are currently set to Hidden, as a method to allow attacking them without a way to directly target them.

Blast resistance

Usually, most cover is practically ineffective against the power of explosive weapons, which have the ability to splash around cover and damage creatures hiding behind anyway.

Enter blast-resistant cover. These extra tough, purpose-built pieces of cover have the ability to fully absorb explosive damage, negating splash entirely. Such cover is the only way to have true protection against Explosive-type damage.

Such cover is not invulnerable however, and repeated damage can eventually destroy them.

Blast-resistant cover types are:

  • Tactical Shield "Defender"
  • Tactical Shield "Colossus"
  • Blast shield

Full Protection

Most cover does not protect the whole body when the users are Exposed, unless they are behind Full Protection cover, which have the ability to shield a standing human being completely. Thanks to the presence of firing ports, shooters behind Full Protection cover can still attack as well. Additionally, they protect against Bouncing explosives, which normally have the ability to jump above or around cover; the bouncing trait is simply ignored when used against a piece of cover with Full Protection, as though it wasn't there at all.

Such cover is naturally extremely rare and only encountered in very secure areas. Such cover is still not invulnerable, despite being improved versions of existing cover, and repeated damage will eventually destroy them as well.

Full Protection cover types are:

  • Improved Tactical Shield "Super Guardian"
  • Improved Tactical Shield "Super Defender"
  • Improved Tactical Shield "Titan"

Strategy

Cover is an essential aspect of combat in the Mazes, as it has many uses - primarily stealth and protection from hits via passive defense.

Cover can absorb damage intended for the encounters using it, unless said encounters are exposed and hit in exposed body parts; there is an innate sense of strategy - should one remain exposed in order to be able to keep returning fire, or be hidden so as to be fully protected, but unable to attack? The answer wholly depends on the situation, the context, and the personal strategy of the Contestant and the other combatants.

Cover provides passive protection to all the encounters using it, until it is destroyed, or unless explosives are used. In such cases, splash damage hits ALL encounters and anything damageable on the same side as the point of detonation, this includes cover and encounters taking cover, though this only applies for the blast; fragmentation, for example, will hit the cover.

When a contestant first enters a room and sees an encounter, he/she can attempt taking cover stealthily, as dictated by gameplay mechanics.

Should the contestant succeed the roll, he/she will successfully take cover, stealth will be preserved, and (in most cases) the enemy inside will not notice the contestant's presence.

However, should he/she fail the roll, the contestant will succeed in taking cover but will be noticed by the enemy, ending his/her turn; this leaves a window for the opponent to attack.

During combat, if a piece of cover is struck by a critical hit (rolling 12), rolling @critwin is not needed - cover is unaffected by the effects of critical successes and simply succeed as normal.

Cover becomes more interesting if the contestant is attempting a stealth shot.

As noted above, cover is only useful for ranged combat. If an encounter behind cover wishes to attack a target in melee, they will have to leave their side, and thus their piece of cover, to bypass their opponent's and attack them. However, nothing precludes going -back- behind cover afterwards; all that needs to be done is to roll to take cover once again. Just as if it was done on the first turn of a fight, all effects apply as normal.

See also