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REFERENCE: Moraes Rules Easy Reference Thread.

Posted by GM HeathFor group 0
GM Heath
GM, 2326 posts
Tue 18 Feb 2020
at 06:29
  • msg #1

REFERENCE: Moraes Rules Easy Reference Thread

This is where I will post rules used in the Moraes adventure for easy reference, such as terrain travel.

Here is the first table for reference:


SIGHTING RANGES, MOVEMENT RATES,
ACCIDENTS, AND DELAYS IN WILDERNESS
TRAVEL

Table 1 is used when you travel in the wilderness. The information on that table is for a mixed party in wilderness terrain. Differences in racial travel rates are only important for melee turn movement.

When the PCs enter a hex, each player will check for accidents or delays, subject to any modifiers or exemptions specified in Table 1. When on foot, each character checks separately. In the rafts, there is no mishap unless all paddlers fail their checks. Accident danger is doubled for night travel.


This message was last edited by the GM at 02:41, Wed 19 Feb 2020.
GM Heath
GM, 2327 posts
Tue 18 Feb 2020
at 06:31
  • msg #2

Terrain

DESCRIPTION OF TERRAIN TYPES

FOREST: Extremely rugged, cut by ravines and rocky outcrops, dense timber and undergrowth, difficult to pick routes.

STEEP SLOPE: Sparsely wooded slope from plateau or ridge to valley or river.

STREAM: Small watercourse; not navigable by raft.

STREAM VALLEY: Rugged, but routes along stream are obvious and less overgrown, some stream crossings necessary but easy.

SMALL RIVER: Winding, moderate current, some obstructions.

LARGE RIVER: Wide, straight, fast and deep, some dangerous rapids.

RIVER VALLEY: Travel is easy in low grasses and along open beaches; meandering river course forces indirect routes.

PLAINS: Flat flood plain with abundant undergrowth.

RIDGES AND RAVINES: High elevation, very steep and rugged, sparsely wooded.

WATER GAP: Steep rocky cliffs come to water's edge in places; generally difficult,
slow travel, but better than crossing ridges.

WOODED LOWLANDS: Lightly forested, broken by grassland clearings.
GM Heath
GM, 2328 posts
Tue 18 Feb 2020
at 06:34
  • msg #3

Terrain

SCOUTING

Scouting prevents a variety of accidents and delays, and does not reduce travel time. Aerial robot scouting takes no extra time, and an environmentalist on foot is much faster through the terrain than other characters.

Scouting on foot actually represents no more than leading the party by a reasonable distance. As long as the first man in the party's travel order or in the lead raft has environmental
skills, the party should get credit for scouting.

Robot scouting is effective in two cases where other types of scouting are not:

1. During night travel because robots have superior sensors and mobility.

2. On small river terrain in rafts, because from a raft, not even an experienced environmentalist can anticipate all the problems on an unfamiliar river.
This message was last edited by the GM at 06:35, Tue 18 Feb 2020.
GM Heath
GM, 2329 posts
Tue 18 Feb 2020
at 06:39
  • msg #4

Camping

CAMPSITES AND WATCHES

Encourage the players to describe the features they are looking for when they select a
campsite. Depending on the terrain and the features requested, judge a reasonable percentage
chance that such a campsite exists.

Roll against this percentage to find such a campsite, with a positive modifier of 10% x the PCs' highest environmental skill level. Such a roll may be made every 15 minutes.

The degree of success of the roll should suggest how perfectly the campsite fits the PCs'
requirements. If the roll is just barely successful, the camp-site is marginally acceptable,
having most but not all the features requested. If the success is very great (for example, 50 points less than the needed roll), the camp is nearly perfect, with unanticipated bonuses, like a fresh spring or a rock overhang. If the roll is a 96-00, all campsites are completely unsatisfactory.

No one will discover a cave or similar ideally defensible campsite, but in the upland regions or water gap, a site with rock walls on three sides might be found.

Each character on watch must make a successful intuition check to avoid being surprised by an intruder. Add a +20% modifier to the check for each man on watch.

FOOD AND WATER


A sufficient supply of food and water eliminates any need for hunting or foraging.
This message was last edited by the GM at 06:40, Tue 18 Feb 2020.
GM Heath
GM, 2330 posts
Tue 18 Feb 2020
at 07:35
  • msg #5

Camping

ENCUMBRANCE

Traveling encumbered is a serious disadvantage, since it cuts movement rates in half. Use the formal encumbrance rules, if you can. They require a detailed list of everything carried and how much it weighs.

EXHAUSTION

Penalties for exhaustion (half movement, dexterity, and reaction speed) come after 10 hours of walking without sleep. If one PC is exhausted, the whole party must travel at half rate or leave the exhausted PC behind.

As Desi explains:
Sleep is defined as five hours of uninterrupted sleep, or six hours of sleep interrupted
by encounters or watch duty.

Characters with military skills understand these limitations. However, if a party travels
without a person with military skills, do not explain this special rule.

The breathers on the environmental suits are very uncomfortable. Each character must make a stamina check to sleep in one. If the check fails, he can try again in an hour or remove the breather. FAILURE INTERRUPTS SLEEP AND CUTS OUT ONE HOUR OF SLEEP. They are not necessary when sleeping in a bivouac unit.

Sleeping in a raft is possible as long as the raft is guided by two paddlers or by one paddler with environmental skills.

WATER DAMAGE


Any character firing weapons while swimming runs a 50% risk of a malfunction, rendering
the weapon completely useless and irreparable. The characters have no experience or training with weapons under these conditions, and have no idea what will happen if they use them.

If the PCs don't protect their electronic gear (tech kits, radios, power backpacks, etc.) against the water, there is an 80% chance of retrieving such equipment every 15 minutes.

Storing equipment inside the bivouac of damage and malfunction to the equipment if it is
dunked. Modify this chance as appropriate. In any case, the damage should be minor and easily repaired if the items can be recovered.

Unsecured equipment may be lost on the bottom of the river. There is a 50% chance of retrieving such equipment every 15 minutes. Storing equipment inside the bivouac units, for example, keeps the equipment dry. The bivouac units float, so they can be easily recovered without delay, even if they go overboard.

If anyone gets dunked in the water, there is a 25% chance that his breather will  malfunction. The Malfunction is obvious 90% of the time, and can be repaired by a technician. However, 10% of the time the malfunction is not obvious. In these cases, the
breather ceases to work effectively; its user begins to suffer from atmospheric poisoning
after three hours. At that time, a medic can automatically make an accurate general
and specific diagnosis of the problem. If a technician checks each breather after a
dunking, he always recognizes a malfunctioning breather and can fix it. Temporarily reduce the abilities of characters who are dunked in the river at night. Reduce their abilities in -5% increments, up to one-half of each ability score, for every hour a character remains in wet clothes in the chilly night air. Building a fire, wearing dry clothes, or sleeping in the insulated bivouac unit removes the ill effects.

NIGHT TRAVEL
When traveling at night, all travel rates are halved (except on rivers, where there is no
treetop cover blocking the weak light from the sky, and where footing is not an issue).
Accident danger is doubled for both foot and river travel.

GETTING LOST
The party has a map and emergency equipment. If any character has environmental skills, there is no risk of getting lost. If none of the PCs have environmental skills, make a logic +20% check each hour to avoid getting lost. The first fai led check in a hex means a 15-minute delay. The second consecutive failure means the party enters a randomly-determined adjoining hex other than the one they wanted to enter. All subsequent consecutive failures result in another 15-minute delay. Unless they lose their map, the PCs can't get lost during daylight hours in a ridge, steep slope, stream, or river hex.

CUMULATIVE TRAVEL PENALTIES
Travel rate penalties are cumulative. For example, if a character walks for more than 10 hours, his movement, dexterity, and reaction speed are halved until he sleeps. Therefore, a party traveling at night (1/2 rate) that has walked for more than 10 hours without sleep (1h rate) will travel at 1/4 normal rate (1/2 x 1/2 = 1/4).

ADDITIONAL TIME PENALTIES

Delaying activities may include equipment repairs, raft-building, campsite preparation, experimenting with the robot as a shuttlecraft, and so on. Here are a few guidelines.

1. Minor repairs take 15 minutes.
2. Major repairs (significant damage or delicate devices) take an hour or more, if field repairs can be made at all. Inadequate tools and parts prevent most major repairs.
This message was last edited by the GM at 07:35, Tue 18 Feb 2020.
GM Heath
GM, 2335 posts
Wed 26 Feb 2020
at 02:19
  • msg #6

Encumbrance/Equipment

ENCUMBRANCE

Personal Survival Kit:
  • basic kit: 10 kg, including:
    -everflame
    -allweather blanket
    -first aid pack
    -chronocom
    -8 survival ration packages
    -1 tangler grenade
    -1 compass
    -1 life jacket
    -10 vitasalt pills
    -1 pocket tool
    -1 flashlight
    -1 doze grenade
    -1 0-meter rope
    -toxyrad gauge
    -1 pair sungoggles
    -1 environmental suit with breather
    -1 poly-vox
  • machete: 2 kg
  • 4 liters water: 4 kg
  • laser pistol with SEU: 1 kg


3 EMERGENCY BIVOUAC UNITS: 10 kg each
(pressurized insulated tents) 3 x 3 meters in floor area. Air lock attached. Contains a mechanical air pump for pressure to support walls and roof. Filtration system provides safe air. Provides some temperature protection. 30 structural points (deflates after 10
points of damage. Fabric is water proof and air-tight. Sleeps 4

3 INFLATABLE RAFTS: 5 kg each
1.5 x 3 meters in area. Carries 4 passengers or 3 passengers with gear. 20 structural points
Inflated and deflated with cannisters of compressed C02.

10 Freeze Field Generators: 4 kg each

4 INFRA-RED GOGGLES: negligible
2 LASER RIFLES: 3 kg each
5 POWER BACKPACKS: 100 SEU Each, 10 kg each
8 COLD LIGHT LANTERNS (with internal chemical power source): 1 kg each
1 TECHKIT: 12 kg
1 ROBCOMKIT: 10 kg
1 MEDKIT: 10 kg
1 ENVIRONKIT: 10 kg
1 TOPOGRAPHIC MAP (Map 1): negligible
1 PLANETARY SURVEY DATA PACKET: negligible
GM Heath
GM, 2338 posts
Thu 27 Feb 2020
at 06:02
  • msg #7

SURVEY ROBOT

Details of the Survey Robot:

REMOTE EXPEDITION SURVEY ROBOT (grounded in a nearby clearing)
LEVEL: 4
BODY TYPE: Heavy Duty
MOVEMENT: 4 mechanical legs for surface movement; enclosed modified jetcopter engine for aerial movement

SPEED: 10 kph on surface; 350 kph/50 kph airborne

RANGE: 1000 km or 1000 minutes hovering or any combination adding up to 1000

LIMBS: 2 mechanical arms, each with the strength of about 5 men

PROGRAMS: Attack/Defense, Computer link, Topographical Survey, Sample Collection, Photo Survey, Site Maintenance

BATIERY: Type 2

STAMINA: 500 points

WEAPONS: 1 heavy laser, turret mounted with 100 SEU power pack; 1 automatic rifle, turret mounted with 100 rounds, fires bursts of 10 rounds, with basic chance to hit of 70%. Field
of fire for both weapons is 180 degrees forward.

These robots are durably built to withstand terrific punishment, since repair is impossible once the expedition ship leaves.

Each robot has a surplus lifting capacity of 50 kg., but no provision for transporting
anything bulkier than small survey samples.

These robots have attack/defense programs to help protect the expedition. The attack program's first priority is to attact a designated target. The second priority is to
defend against attackers not specifically designated as targets.

The defense program directs automatic attacks against intruders entering a forbidden area (defined by a specific command). "Intruder(s)" may be specified by detailed descriptions. The automatic attacks are conducted first against the closest intruder, and second against other intruders.
GM Heath
GM, 2339 posts
Thu 27 Feb 2020
at 06:04
  • msg #8

SURVEY ROBOT HAND CONTROLLER

SURVEY ROBOT HAND CONTROLLER
This device provides remote radio control of a survey robot. Each robot has its own specific controller to avoid receiving conflicting commands.

The controller includes a joystick and a two-way radio for verbal commands. Two miniature video screens project visible-light and infra-red views from five robot-mounted cameras.

Each controller can operate in three modes:

1. General verbal commands within mission and functions.

2. Specific verbal commands within or outside mission and functions.

3. joystick control with verbal command overrides. This is direct control of the robot. The joystick controls the robot's altitude and direction; its pressure handgrip controls the robot's speed and weapons.




HAND CONTROLLER
FURTHER DETAILS


Direct control of the robot confers advantages in combat and maneuver. However, hand controller operation requires practice or there is a chance of wrecking the robot.

When guiding the robot with the hand controller, the operator must make a successful  reaction speed check every hour or lose control of the robot.

In combat, the operator must make a reaction check every turn.

If control is lost, the robot immediately loses 1d100 meters of altitude. In each following
round, the robot loses another 1d100 meters of altitude unless the operator makes a successful reaction speed check or returns the robot to automatic control. Two hours of work are needed to repair the damage from a crash.

For each hour of practice with the hand controller, the operator receives a +10% modifier to his chance to avoid a loss of control (up to a maximum of 95% - a roll of 96-00 always results in a loss of control).

Practicing with the hand controller at low altitudes is likely to result in crashing the
robot. When on joystick control, the robot receives a positive modifier of half the operator's reaction speed to its chance to hit per turn. When the operator is dodging instead of firing, subtract 20% from the basic chance to hit of hostile ranged weapons

This message was last edited by the GM at 06:24, Fri 28 Feb 2020.
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