Rules Roll Guide (Beta)

Paladin Reese

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Sep 5, 2020
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The roll guide [BETA-OFFICIAL]
WELCOME TO THE ROLL GUIDE
What is rolling? When do I roll?

Well, rolling is an out-of-character action that determines your chances to succeed while performing an action, in-character. You should roll whenever you have to perform any action against any other character or one that requires your character's skills [unless both parties agree to P2L]. To do so, type /roll. If performing against another character (for example, combat), whoever gets the highest number, wins. If PassiveRPing, performing an action by yourself (for example, trying to remove a bullet as a medic, or to fix something as an engineer), normally, with a number above 50 you should be able to perform it (unless specified otherwise by an administrator).

The following list contains all of the roll bonuses. You can earn several bonuses at once if you meet the conditions.

A reminder: if you've been of a different class before, you may keep the roll bonus, however, they do not stack: meaning that if you were once a, for example, Hospital doctor, and you become part of R&D, you'd combine all bonuses. But if you were a SEARCH and became part of R&D, instead of stacking the +20 Research from the first atop on the +10 of the other, you would keep the +10.


-CLASS ROLL BONUSES

Citizens and their jobs.

Citizens gain no roll bonus.
CWU workers gain no roll bonus. (Specific job-related tasks may warrant roll bonus).
Hospital workers gain +10 in Medical [Passive].
Hospital doctors gain +10 in Medical [Passive], and +15 in Surgery [Passive].
Ministers and any administration member gain no roll bonus.
R&D scientists gain +10 Technology [Passive] +10 Research [Passive].
Gang members gain no roll bonus.
Gang leaders gain no roll bonus.*
Light and Heavy Black Market Dealers gain no roll bonus.*
Cartel Black Market Dealers gain +15 roll bonus.*
* [OOCly approved gangs only]Gang leaders and gang members gain an extra +5 if fighting alongside other members of their gang (At least three).
* BMDs may have a personal gang, but they do not get the gang bonus.

Resistance [Lowest to highest rank]*

Tier one resistance gain no roll bonus.
Tier two resistance gain no roll bonus. See divisional bonus.
Lieutenants gain +5 roll bonus. See divisional bonus.
Outpost leaders gain +5 roll bonus.
Captains and everything above gain +10 roll bonus.
* Resistance members (At least three) fighting alongside a Warrior Vort gain an extra +5 roll bonus.

Divisional bonuses:
Insurgents gain no roll bonus.
Scouts gain no roll bonus.
Engineers gain +10 in Repair [Passive], +10 Research/Technology [Passive].
Medics gain +10 in Medical [Passive].


Vortigaunts

For the vortigaunt roll bonuses, see below:


MPF/CCA Units [Lowest to highest rank]*

Tier1/Tier2 RCTs gain no roll bonus.
MPF-UNION PTO gain no roll bonus.
MPF-UNION FTO gain +5 roll bonus.
MPF/CCA-DIVISION.05-01s, COMPASS-InSs and COMPASS-DeTs gain +5 roll bonus. See divisional bonuses.
OfCs, Lts, DCpts and PtLs gain +10 roll bonus in addition to their divisional bonus.
EpUs and PSCh's gain +20 roll bonus. Divisional bonus does not add.
DvLs, CDIs and CO/XOs gain +15 roll bonus in addition to their divisional bonus.
Any unit above divisional leader will conserve the roll bonus from their previous rank.
* Units above RCT gain a +5 if fighting alongside (at least three) units (one of which OfC+).

Divisional bonuses:*

* A divisional leader will only receive the divisional bonus of the subdivision he or she was initially in. If he or she masters more subdivisions, he or she shall only receive the highest bonus of each subdivision to avoid stacking.

UNION units [As specified]- No roll bonus per default.

SWORD units - No roll bonus per default.
SWORD-RAZOR units - +5 roll bonus on melee combat, +5 close range weapons.
SWORD-GRID units - +5 medium range weapons.
SWORD-XRAY units - +5 long range weapons.

SHIELD units - No roll bonus per default.
SHIELD-FMEDIC units - +15 Medical [Passive], +5 Surgery [Passive]
SHIELD-SRGEON units - +5 Medical [Passive], +15 Surgery [Passive].
SHIELD-SEARCH units - +5 Medical [Passive], +5 Surgery +20 Research [Passive].
SHIELD-PSYCHO units - +5 Medical [Passive].*
SHIELD PSYCHO units are supposed to be specialized in connecting concepts. Remember that.

ZONE units - No roll bonus per default.
ZONE-GEAR units - +20 Repair [Passive], +5 Technology [Passive].
ZONE-VICE units - +5 Repair [Passive], +20 Research/Technology [Passive].
ZONE-OPRTR units - +5 Repair [Passive], +15 when using any CivPro tech (Mounted turrets, APCs, Cameras, Terminals, etc.).

JUDGE units - No roll bonus per default.
JUDGE-BLADE units - No roll bonus. *
JUDGE-JURY units - No roll bonus. *
JUDGE-COURT units - No roll bonus. *
* JUDGE BLADE is supposed to be specialised in torturing methods.Remember that.
* JUDGE JURY is supposed to be specialized in detecting deception. Remember that.
* JUDGE COURT is also expected to take the correct decision depending on the case. Remember that.

COMPASS PRAETORIAN - +10 in non-hostile defensive or shielding actions towards people.


OTA*

OWS gain +25 roll bonus. An extra +10 at medium range weapons.
OCQ gain +25 roll bonus. An extra +10 at melee or close range weapons.
REAPER EOW gain +50 roll bonus.
CITADEL EOW gains +50 roll bonus. An extra +10 in medical, and +10 in non-hostile defensive or shielding actions towards people.
*Augmentation bonuses are already implemented on OTA, so they do not stack.


Animals, zombies, mechanical and synthetic lifeforms*

* The parties should P2L towards them most of the times, as most of them event are related. Here are a few roll bonuses just in case.
* Keep in mind NPCs are NOT to be rolled against during events if they're hostile.

Crows, birds and related gain no roll bonus.
Dogs gain +5 roll bonus.

Headcrabs gain +5 roll bonus.
Fast headcrabs gain +15 boll bonus.
Poison headcrabs gain +5 roll bonus. Remember, their poison is still very dangerous.

Zombies gain no roll bonus per default. +10 when attacking [Melee range].
Fast zombies gain +10 roll bonus per default. An extra +5 when leaping.
Poison zombies gain +10 roll bonus.*
* Poison zombies may toss a poison headcrab towards their targets. In this, the poison headcrab bonus is used, not the poison zombie's.

Barnacles gain +80 roll bonus when caught. Remember, they're easily avoidable.
Antlions gain +10 roll bonus. An extra +5 when leaping.
Antlion workers gain no roll bonus. +10 when shooting acid.
Antlion guards gain +50 when attacking.
Houndeyes gain no roll bonus. +5 when attacking [Melee], +5 from sonic blast and an additional +5 for each nearby houndeye.
Bullsquids gain no roll bonus. +10 when attacking [Melee], and +15 when spitting acid phlegm.
Alien grunts +20 roll bonus.
Leeches gain no roll bonus. They gain +1 bonus for each extra leech.

Normal/Synthetic AIRWATCH units (SCN) gain no roll bonus.
Manhacks gain no roll bonus per default. +10 roll bonus when attacking.
AI turrets of any kind gain +20 at close range, +5 at medium range. No bonus at long range.
Stalkers gain no roll bonus. +5 when using their laser at close or medium range, and +20 when using any CivPro Tech.
Mines and rollermines gain the same roll bonus as a detonated explosive (See below in WEAPONS).
Dropships gain +50 roll bonus. Remember, they do not have any weaponry.
Helicopters gain +10 roll bonus. An extra +10 when shooting. Bombs dropped have the same roll bonus as grenades (See below in WEAPONS).
Assault airships gain +50 roll bonus.
Striders gain no roll bonus. +25 when attacking [Melee range]. +10 when shooting at medium range, +5 at long range. +100 when using the cannon at any range (takes two turns).


-COMBAT ROLL BONUSES

WEAPONS
The hivehand gets +35 at close, +10 at medium. No bonus at long range.
Melee weapons are a +10 roll bonus at close range. +5 if thrown.
9mm Pistol and related gain +10 roll bonus at close range, +5 at medium range. No bonus at long range.
.357 Magnum and D.Eagle gain +15 roll bonus at close range, +5 at medium range. No bonus at long range.
Submachineguns gain +15 roll bonus at close range, +10 at medium range. No bonus at long range.
Shotguns gain +30 roll bonus at close range, +5 at medium range. No bonus at long range.
Assault Rifles gain +15 roll bonus at close range, +20 at medium range, +5 at long range.
Crossbow gains +10 roll bonus at close range, +20 at medium range, and +20 at long range.
Long range rifles gain +5 bonus at close range, +10 at medium range, and +25 at long range.
Antimaterial rifles gain +10 at medium range and +40 at long range. No bonus at close range.
Combine sniper gains +5 roll bonus at close range, +15 at medium range and +30 at long range.
Grenades gain +15 at close range, +10 at medium range , +5 at long range.
Propelled grenades and rocket-propelled grenades (RPGs) gain +10 at medium range and +5 at long range. Depending on the warhead, no bonus at close range or +100 bonus at close range.
Plastic explosives or any other detonator-related explosives gain +30 at close range, +5 at medium range. No bonus at long range.
OSIPRs gain +20 at close range, +25 at medium range, +5 at long range.
Pulse shotguns gain +35 at close range, +10 at medium range. No bonus at long range.
Mounted turrets gain +25 at close, +10 at medium. No roll bonus at long range.
LMGs gain +10 at close range, +15 at medium. No roll bonus at long range.



AUGMENTATIONS*

OWg gain no roll bonus.
TAg1 and TAg2 have a +5 roll bonus if using the limb in combat.
TAg3 has +10 if using the limb in combat. Remember, they are not as strong as TAg2 or TAg1.
http://www.exonticgaming.com/forums/index.php?threads/augmentation-guide.13/ for more info.
* Reminder: OTA do NOT receive these roll bonuses even when augmented.


-ADVANTAGE ROLL BONUSES

There is a few situations where one character will have, one way or another, an advantage upon another. These advantages have to be approved by either both sides of the roleplaying party or an admin not involved in the action if there's any issues, and they will grant a +5 roll bonus.
Some examples of advantages would be:
- Sneaking up behind someone and attacking by surprise.
- Being under cover behind a counter or a solid structure.
- Shooting while in a higher position or being shot while in such position.
Under the approval of both sides of the roleplay party some of these bonus can stack, like the two last ones. This should not be abused and these bonuses are highly situational, and they don't have anything to do with your class or weaponry. Please, keep it in mind.
 
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