Micro - Basic rules

Förord
Micro är en form av rollspel vars historie är ganska okänd. Jag, Love, stötte på den första gången när jag var 12-13, och då var det genom mina två bröder, vilka i sin tur lärt sig spelformen av våra kusiner från storstan. Varför spelet heter Micro, eller om det är baserat på ett publicerat rollspel, är för tillfället höljt i dunkel, och kommer troligen vara så i fortsättningen. Just nu lever dock Micro kvar som en muntlig tradition, vilket på sitt sätt är lockande.
Därför ska dessa regler nedanför inte ses som varken några officiella regler, eller som heltäckande. De är helt enkelt bara ihopsatta just för detta speltillfälle. De saker som kan inträffa denna gång finns representerade i reglerna. Tex Night-Vision Goggles skulle kunna vara ganska överflödiga vid ett slag i en solstekt öken. Även vissa av reglerna skulle se annorlunda ut i andra scenarion.
Oavsett detta, så är ambitionen dock att reglerna som gäller just nu ska vara så tydliga som möjligt, så att inga missförstånd sker vid karaktärsskapande och spel. Eftersom detta scenario kommer spelas över e-post, kan det också vara en fördel med tydliga regler. I alla fall vad det gäller dem regler en spelare borde veta.
Errata och tillägg är markerat med röd text.

Character & Equipment
When creating a force in Micro, you will use Property Points (PP) to buy the charachters and their equipment. You begin with a set number of PP, given to you by the Game Master (GM). It is best to start buying your crew, so you know how much PP you have to spend on equipment.
Let us go through the process of buying people first. You start by buying a single person (Player Character, PC) and then roll the characteristics for that PC. You must pay the appropriate PP for it, and you may not cancel the buy after you have rolled the characteristics. In addition, you have two choices with the PC if you are not satisfied with the rolled characteristics. First you may sell the PC for the appropriate PP, second you may reroll a characteristic by paying PP.
Once you are satisfied with the PC/PCs you may buy equipment and gear for them. The GM decides what type of gear from the Equipment Table are available for your force.
  PP
PC 10
Reroll 2
Selling PC +5*
Double-handedness** 4
   
Small melee weapon free/1***
Large melee weapon 1
Katana 2
   
Pistol/Revolver 2
Large Revolver 3
Rifle 4
Automatic Rifle 5
Sniper Rifle*6) 6
Shotgun (2shots) 3
Semi-Automatic Shotgun 5
   
Flash Grenade 2
HE Grenade**** 3
AP Grenade**** 3
Explosives 3
Molotov Cocktail 2
   
Body Armour 8
Helmet 2
   
Flashlight 1
Illumination 1
Signal Rocket 2
Night-vision Googles 4
   
Climbing Gear 1
Laser Sight 2
Diving Gear 1
Lock Picks 1
Crowbar***** 1
*Amount of PP you recieve when selling a PC.
**Allows the PC to use two single-handed weapons at the same time.
***You may equip a PC with a small melee weapon (like a knife) for free. Additional weapons cost 1PP.
****HE stands for High Explosive and AP stands for Anti-Personnel.
*****May be used as a large melee weapon.
*6)Sniper Rifle includes Star-Light Scope.


Characteristics
When you buy a PC you will roll dice to determine the PCs characteristics. They are described below.
Strenght How strong the PC are, and how much damage the PC inflicts in a melee.
Body How much damage the PC can handle before passing out.
Firearms How skilled the PC are with firearms.
Melee How skilled the PC are in a melee.
Skill How dextrous the PC are, f.x. how well the PC throws stuff or picks a lock.
All of these characteristics normally range between 1 and 10, where 4-5 are average for a human being. To determine what the PC has in these, you should roll a d6 and add 2, except for Body you add 5.

Rules
Each turn a PC may perform one action and move, run, or perform two actions if moving very cautiosly . How many actions or how far the PC travels may differ from turn to turn, but approximately 10 metres (roughly 2 squares on the map below).
Each time a PC performs a special action including a risk, like shooting or fighting in hand to hand combat, the PC is subject to a stress test. This means that the apropriate characteristic must be rolled under or equal with a d10 (the dieroll may be modified at the GMs discretion). If the test succeeds, it means that the PC managed to accomplish the task successful. If failed, it means a failure in the current action. If a natural 1 is rolled, the PC has succeeded extraordinary. If a natural 10 is rolled, the PC has fumbled and something goes wrong, often with unpleasant effects.

Shooting
When shooting, the Firearms characteristic is tested to see if the shot hits the target. If the target is hit, roll the appropriate damage. If a natural 1 was rolled, any armour does not count, and if the target is not wearing any armour, the weapon deals maximum damage. If a 10 was rolled, something bad has happened to the shooter.
Some special notes:
Firing automatic weapons make the tests 2 steps harder, but the shooter may roll three times to hit, all rolls with a chance to do damage.
Firing a shotgun are two steps easier, and inflicts half the original damage to a person standing near the target.

Melee
Close combat works exactly like shooting, except that the Melee characteristic is tested instead of Firearms. In addition, the damage recieved in melee is equal to the strenght of the hitting person plus a d4 and any weapon modifications. Unarmed combat has a -3 damage modifier.

Throwing
When a PC tries to throw something, fx a grenade, you test the Skill characteristic to see if you hit the target. The maximum distance allowed for a throw is determined by the Strength of the PC. Remember that Strength of 4-5 is average for a trained person.

Damage, Deaths and Armour
When a PC recieves damage, its Body value is reduced with the same number. When the Body value reaches 0 or below, the PC passes out, possibly dying of the injuries. Micro is a fast-paced action roleplaying game, so the rules for damage is simple, clean and tidy.
Body Armour has a value that counts exactly like the Body Value of the PC wearing it and all damage recieved is ticked of on the Armours value, except when a perfect hit (a natural 1 on the hit roll) is scored. In that case the armour is ignored and the damage is dealt to the wearer. When the value of the armour is zero, any additional damage is recieved by the wearer.
Helmets add 1 to the difficulty of hitting a PC. Note that a natural 1 always hits. In addition, a helmet only counts in a firearms combat, and any melee or explosives ignores the hemlet, as well as flames.
Damage Table Damage
Small melee weapon 0
Large melee weapon +1
Katana +3
Pistol/Revolver 1d6
Large Revolver 1d8
Rifle 1d8
Automatic Rifle 1d6
Sniper Rifle 1d10
Shotgun (per shot) 1d12
Semi-Automatic Shotgun (per shot) 1d12
Flash Grenade -
HE Grenade 1d10
AP Grenade 1d20
Explosives 1d20
Molotov Cocktail 1d6 (fire)


The Playground

the playground the playground
Området består av en övergiven fabrik. Tidpunkten är mitt i natten, så det är mörkt. Området är översvämmat av vatten, som på sina ställen är så djupt som 1 meter. De röda linjerna på kartan till höger visar väggars exakta position. Det finns två hus på kartan och ett antal treväggade skjul, fyllda av bråte, plankor och annat. Skogsområdena är täta och sträskliknande, pga översvämningen. Den röda linjen parallellt med vägen till höger är ett plank, endast en meter högt. A square on the map is 5*5 metres.