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Baetyl Response:

Introduction:
Baetyl Response is a game for

When the battle begins, each


player chooses a character with which
to play. These characters are divided
into classes, each of which fulfills a

one to eight people, written to achieve

different battlefield role. Classes have

rapid play while still maintaining

different special abilities and

tactical depth and a fun social

equipment customization options that

element.

may be unlocked as the battle

The basic premise of the game

progresses.

is simple: each player controls a single

If a character dies, they

warrior from the future in an arena like

automatically respawn as their old

battle played out on a gridded

character, with the opportunity to

battlefield, competing to achieve a

change their customization options

variety of objectives before your

before they are placed back in the

opponents do so. Each sort of

battle.

character has various abilities, and


characters might be aligned in teams
determined in advance of the game.
Gameplay:
Each battle is composed of a
series of turns in which all players act.
Within a given game turn, all
players have a player turn, in which
they execute their actions.
[EXPLINATION: Players have a
variety of actions to choose from, but
the most common basic actions
include actions such as moving,
shooting, melee attacks, throwing
grenades, or using a special ability]

With the consent of the other players


(via majority vote), a player may elect
to change to a new class when they
respawn. In this event, none of the
experience the previous character has
gained is carried over, so this is only
usually a good option for players who
are not doing well with the class they
originally selected.

Chapter 2 Shooting:

DAMAGE (DMG): is the


amount of injury inflicted to the target
of the weapon, in this case, a number
that is compared to the targets
defense.
ACCURACY (ACC): is the
chance each shot has to hit the target.
RECOIL (RCL): is the difficulty
to hit the target that cumulatively
affects the shooters accuracy. A
lower recoil is better.

Figure 2.1
The above figure demonstrates
two characters, one on red team (the
lower one), and one on blue team
(the upper one).
In the first example, the red
character will shoot at the blue
character.
The first thing the red character
must do when shooting is to look at
his character sheet, and find his
weapon. Noting any upgrades, he
considers five statistics: RATE OF FIRE,
DAMAGE, ACCURACY, RECOIL, and
RANGE. They are defined below:
RATE OF FIRE (ROF):
determines how many rounds the firer
can shoot from his weapon per unit of
time. In the game, this is represented
by the number of dice rolled per
shooting action.

RANGE (RNG): is the


maximum effective range of the
weapon in squares on the map. Many
weapons have an extremely long
range, but a few may only have an
effective range of several squares.
DETECTION (DET) OPTIONAL: is the distance (in
squares) away from the weapon that
obviously reveals the firers presence
to his enemies. Several events may
be triggered based on the detection
distance of the weapon.
Here is the red characters weapon,
the AUTO-PUMA: 45-18-51-9:

In this example, the red


character first consults the ROF of his

value of their roll, but after that, there


is a fairly steep drop-off.

weapon, in this case 5. They roll 5


dice and consult their weapons
accuracy, trying to get equal to or

For instance, heres an example

higher than the accuracy number.

shot with the SEMI_CRUCIBLE: 38-U-

Here is the red players roll:

32-8:

52643
The red player has an accuracy
of 4+, which means that any roll with
a result of 4+ will succeed in hitting.
The player using this weapon

However, this is before recoil is


applied.
As you can see, this weapon has

(ROF 3) rolls the following:

534

a recoil value of 1. A number of


random dice equal to the recoil value
of the weapon have no modifier, and
following that, a penalty equal to the
recoil rate of the weapon is subtracted
from all other dice to a minimum of 0.
After this, an additional 1 is subtracted

After the recoil of 2 and the


automatic penalty of 1 are applied, the
roll changes to the following:

531
As such, since the weapon has

from the last die rolled unless only one

an accuracy of 3+, there were two

die was rolled. So heres what the

successful hits.

modified roll looks like:

51531
As such, only two shots actually
hit the target. This is high recoil for a
weapon; most weapons usually only
have a recoil value of 2 or more,
meaning two dice have no penalty the

This process is detailed once


more in a flow chart on the next page:

SHOOTING

Step 1: Roll a number of dice equal to

DIAGRAM:

your ROF.
Step 2: Set aside a number of
randomly determined dice (usually the
first ones rolled) equal to your RCL,
rating.

Step 3: Subtract a number equal to


your RCL rating from the remaining
dice.

Step 4: Find the last die and subtract


an additional 1 from the result, unless
only 1 die was rolled.

SOAK value of 4 equals 1 point of


DAMAGE per hit.
However, this is before
INTEGRITY is applied. The INTEGRITY
of the armor is simply the number of
hits the armor can take per exchange
Armor and Damage:

of fire before it gives out.

Armor is represented by two


numbers, SOAK and INTEGRITY:
SOAK: the first of the two numbers is
subtracted from the damage value of
every shot that hits the target before
the damage is applied to the
character.
INTEGRITY: the second number is an
additional number that determines the
likelihood of a critical hit on the target
based on the success factor of the roll.
A critical hit is a hit that the SOAK of
the armor does not affect.
When a target is hit, the first
thing the defender must do is look to
see how many hits the shooter
inflicted and how much damage each
hit deals.
In this example, we will say that
the shooter got 3 hits, each one with a
DAMAGE value of 5. The defender has
a medium to high SOAK value of 4.
The DAMAGE per hit of 5 minus the

In our example, we will say that


our armor has INTEGRITY 2. This
means that the armor can only apply
its SOAK to 2 hits. So in reality, the
defender took 1 point of DAMAGE
twice and the full 5 points of DAMAGE
once.
This process is detailed more
fully below:

ARMOR
DIAGRAM:

Step 1: Look at your INTEGRITY rating


and separate a number of hits equal to
your integrity rating.

Step 2: Subtract your SOAK from the


DAMAGE value of the hits you
partitioned off.

Step 3: Apply the full DAMAGE value


for the hits that were not separated
(critical hits).

Step 4: Total and record the damage.

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