Girls Frontline Rules

(THIS SECTION IS BEING MOVED TO ITS OWN SITE: https://sites.google.com/site/skardaesgfldd/home )

Rules for playing a D&D 5th edition game using the setting of Girls Frontline. Is it balanced? Probably not; it's mostly a port of the game mechanics into D&D. Not for rules lawyers or munchkins. Or, perhaps, it is. Just a quick little thing I wrote up for running a game with friends.

    • T-doll Rules. The race players are typically expected to be.
    • Girls Frontline Classes. The weapons of war.
    • Equipment. It keeps you alive.
    • Feats. Options to add flavour. DMs may consider giving one of these to each starting PC to add individuality.
    • Level 10. The maximum level for characters in Girls Frontline is 10.
    • Armour. Armour X indicates that a creature takes X less damage from all sources.
    • M590 has Armour 8. An attack that would normally deal 12 damage to her is reduced by 8. 12-8=4, so she only takes 4 damage from that attack.
    • Armour Piercing (AP). An AP X value reduces the Armour value of a target by X against that attack.
    • NTW-20 has AP 5. If she rolled 12 damage against M590, who has Armour 8, M590's Armour is reduced by 5 to 3. Her 12 damage is then reduced by 3 instead of 8, causing 9 points of damage to M590.
    • If NTW-20 had AP 10 against M590's Armour 8, she would deal 12 damage instead, but not any extra.
    • Ability Score Increase. I haven't bothered writing up what ASIs do in each of my class pages. +2 to an attribute, or +1 to two different ones, or a feat with DM's permission.
    • Combat Ability. Every class has a Combat Ability, gained at 2nd level (4th level for Handguns). These are typically abilities that can be used in each fight, recharging on initiative roll. A DM may remove the recharging on initiative roll, depending on the type of game being run.
      • Combat Abilities with the Passive tag are always in effect, and do not need to be activated or recharged.
    • Accessories. Each class gets an accessory option. They are passive buffs that may be changed at the end of a short or long rest.
    • Weapon Flexibility. Each class gets access to only a single weapon. Additional feats, such as the Weapon Master feat, would increase the range of options.
    • Unique Weapons. In real life, there are many different models of weapons, so many that I'm not going to write them all down in the "Firearms" section of this page, and have instead divided them up into broad categories. In Girls Frontline, each T-doll is keyed to a specific model; therefore, in this game, each weapon is specific to the user.
    • For example, two players might both play a Machine Gun, and both specialise in a Light Machine Gun. However, these two characters are considered to have different models of weapons; perhaps one has a BAR and the other has a Bren Gun, and are considered proficient in those two weapons specifically. The one proficient in the BAR is not proficient in the Bren Gun, and the one proficient in the Bren Gun is not proficient in the BAR, despite that they are both light machine guns. For those less inclined to care about specific models, simply consider it that characters are not proficient in any weapon other than their own.
      • Characters' abilities can only be used with the weapons that they specialise in.
      • AR-15, who is specialised in the AR-15, picks up an M16. Although they are both Assault Rifles, she cannot use her Assault Focus ability while wielding the M16, nor does she benefit from any of her features that affect her attacks. She would still gain additional AC due to her Body Upgrade feature, however, but nothing from her Accessory feature.
    • Penetration. (Optional). Many firearms are capable of putting shots directly through cover, ranging from wooden walls, steel fortifications to concrete bunkers. To shoot through an obstruction, assign an Armour value to the object. The object is considered to give that many points of Armour to the target behind it. Attacking this way also removes all AC bonuses due to being behind solid cover, though it still gives bonuses to AC due to obscuring the target.
    • M99 is trying to attack an enemy that is almost completely covered by a steel wall, giving it a +6 to its AC. Rather than try to hit its exposed body, she opts to shoot through the wall. The DM decides that the wall has an Armour value of 8, and that the target is still obscured well enough to gain a +3 to its AC. M99 hits, and deals 7 damage, which would normally be stopped by the wall. However, she has Armour Piercing 4, which reduces the wall's effective Armour to 4, meaning that 3 damage still goes through and wounds her target.
      • Another option is to have attacks deal damage to objects equal to the amount of damage they block.
    • This means that attacks with AP deal additional damage to objects with Armour equal to either the AP or Armour value, whichever is lower.
      • Collateral Damage: You may also want to shoot through one person to get to the other. In this case, make an attack roll against the nearest creature first (it may choose to allow the attack to hit). On a hit, it takes normal damage, but the creature behind it gains +6 Armour against the attack, as well as the Armour value of the first creature. Then, make an attack against the second target as normal.
        • A miss against an interceding creature means that no Armour is added to the creature behind it.
        • When firing this way, choose a primary target. All creatures other than that one gain +2 AC against the attack.