Garry's Mod

Garry's Mod

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GTop Advanced Official Rulebook
By Steely Johnson and 2 collaborators
This is the official rulebook for GTop Advanced. Here is the table of contents:

This information is accurate as of v.0955

Table of Contents:
  • Section 1: Unit Creation
    • Expression2 download link
    • Required Addons
    • Guidelines & Rules
    • General Building Tips
  • Section 2: Rules of Play
    • Definition of Terminology
    • Turn Cycle Explaination
    • Line of Sight
  • Section 3: Customization Options & Stats
    • Weight Class
    • Unit Class
    • Ground Unit Class (Mode of Transportation)
    • Equipment
  • Section 4: Weapons
    • Weapon Types
  • Section 5: Weapon Range Table
    • Weapon Range Table
  • Section 6: Map Creation
    • Map Templates & Expression 2 Downloads
    • Getting started
    • Tips & Tricks
   
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Section 1: Unit Creation
Expression 2 Download link(V0.955)[www.dropbox.com] :
-Install all files except for Map Templates in:
<YOUR STEAM FOLDER>\steamapps\common\GarrysMod\garrysmod\data\expression2
-Install Map Templates in:
<YOUR STEAM FOLDER>\steamapps\common\GarrysMod\garrysmod\data\advdupe2

Required Addons: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1115409581&savesuccess=1


Guidelines & Rules:

  • Units must fit on an SProp Hex size 60 and cannot move outside of the hex
  • Please try to keep your units at a reasonable prop count
  • LOS(Line of Sight) is found at the center of mass of your unit (More on LOS in Section 2 Part 3)
  • The height of your unit contributes to LOS

General Building Tips:
  • It is recommended that you use the parenting tool that you downloaded from the collections to
    secure your unit to the hex base. Here are the steps to do so:
  1. Under wire tab locate the option "Gates"
  2. Pick a Gate model, and spawn it on the Hex_60 Plate
  3. Use "Multi-Parent" tool found under the "Tools" Tab
  4. Left click all of the props that make up your unit, excluding the Hex_60 plate and the Gate
  5. Right click on the Gate model
Section 2: Rules of Play
Definition of Terminology:

HP:
Hit Points - The amount of Health your unit has. If it falls to 0, your unit is destroyed.
MP:
Movement Points - The total amount of points your unit has to move across the board per turn.
AP:
Action Points - The amount of points your team have to fire weapons or use equipment per turn.
Acc:
Accuracy - A modifier that is added or subtracted to your dice roll when attempting to use weapons.
BV:
Battle Value - A rough rating that represents the threat level of your unit

Tile Cost:
How many Movement Points it costs to move per Hex tile. There are 3 types of Hex Terrain:
  • Smooth Terrain
  • Rough Terrain
  • Water Terrain
Turn Order
- This is set at the beginning of the game to determine which unit is moved in order from First to Last

Crit:
- A critical roll happens when the dice breaks through the glass dome at the top of the container, this doubles the value of the dice roll, and when rolling to attack, ignores armor defences. Note: some weapons do special things on a crit attack!

Slots:
- The carrying capacity of your unit, Equipment and Weapons require certain amounts of this.

Weight:
- The Weight class for your unit. Governs HP, Movement Cost, and Slots.

Ground Unit Class:
- The role your unit plays, this can modify your Accuracy, MP, and HP.

Ground Unit Sub Class:
- This is your unit's mode of transportation. Governs movement cost over terrain types.

Equipment:
- These are special abilities your unit can have. They can be passive or active during your turn and cost Slots.

Weapons:
- These are equipped to your unit to attack. They cost Slots, and have different stats explained below:
  • Slot: This is the required amount of Slots to mount this weapon.
  • Tile: This is the range of the weapon in Hex_60 tiles. This also governs the weapon's accuracy at different ranges.
  • Damage: The amount of damage it has the potential to deal.
  • Turn Cooldown: The number of turns that need to pass before the weapon is available to use again.
  • AP: (Action Points) The amount of free Action Points required to fire the weapon.
  • This section is reserved for weapons that have special attributes.

Turn Order::
The Turn Order is comprised of 2 phases:
  • Movement Phase
  • Attack Phase
Movement Phase:

The Movement Phase is where each player takes turns to move their units, no combat is done here.

  • At the beginning of every Movement Phase, each player must roll the dice to determine the turn order. When using multiple units each, "Turn Order" inside the expression 2 Hex is numbered starting from 1. This is to show which unit will move first, second, third, etc. Setting your unit's "Turn Order" is done at the beginning of the game.
  • Once the player's turn order has been determined each player takes turns moving their first unit labed "Turn Order: 1".
  • After everyone has moved their first unit, the Turn Order goes back to the top of the list, where, if applicable the players move their unit labled as "Turn Order: 2" and so on until every piece is moved.
  • Players are not required to move their unit however, they can choose to skip their turn.
  • Once all moves have been made, the players check to see if any attacks can be made, and if they want to do so. If attacks are possible we move onto the Attack Phase.

Attack Phase:

The Attack Phase is where combat occurs.
  • No movement is allowed during this phase
  • Following the Turn Order from the movement phase, each player takes turns with their units to attack, provided they have LOS and are in range.
  • To declare an attack, you must first name your attacking unit, what weapon your using, and it's range. You then roll the dice and see if it lands high enough to allow for the attack to hit.
  • Whether or not you hit, it is assumed you fire the weapon. Missing an attack with a weapon that has a cooldown still triggers the cooldown, or consumes ammo with one exception. The Missile. (more on that under the weapon list)
  • You cannot fire the same weapon twice, only multiples of the same weapon, one at a time.
  • If a unit takes damage, you use a chat command to change the hp of it. "c] hit <unitname> #of damage"
  • When a unit gets destroyed, a trail of smoke is left behind on that tile for 2 full turns.
    • Use an Emitter tool with smoke to simulate smoke or use the smoke e2! (insert smoke e2 tutorial here)


Line of Sight in Detail::

The most important rule of determining LOS is the 50/75 rule. If there is any doubt whether or not a unit can be hit, it is assumed that it cannot. It must be clear to all players that a hit is possible. "If he can shoot me, I can shoot him" does not apply.

The 50/75 rule works like this:

The target is covered by more than 75% you cannot hit, you do not have LoS (Line of Sight)
The target is covered by more than 51% you have to add -3 to accuracy
The target is open, or less than 50% in cover, you attacl with no penalty

In this picture, both units can hit eachother
In this picture, the tank cannot hit me.
However, I can hit him.
Section 3: Customization Options & Stats
This section will give you stats on all the different options available to you.

Weight Class::

  • Light has little Slot count, and HP but make up for it in speed and is the only class who can use the Recon Ground Unit Class.
  • Medium is average in Slot count, and HP, and Speed, general purpose all rounder.
  • Heavy has the greatest Slot count, and HP. Great for heavy hitters, but dont expect to get anywhere fast.


(These units do not necessarily represent each weight class. Designs can be anything.)


Name
Total Slots
Smooth Tile Cost
Rough Tile Cost Modifier
Total HP
Can Use Recon Role?
Light
4
2
0
4
Yes
Medium
6
3
0
6
No
Heavy
8
4
+2/td]
8
No
[/tr][/table]

Ground Unit Class::

  • Artillery is more Accurate than the rest, but suffers greatly in Speed and HP.
  • Tank is a jack of all trades, average speed, and HP.
  • Recon can only be used on a Light unit, but can equip the TAG Laser. More on that in "Weapons".
  • Brawler is less accurate than the rest, but to aid with it's close range specialization it moves faster.

Role
Accuracy Modifier
MP Modifier
HP Modifier
Can Use TAG Laser?
Artillery
+2
+2
-2
No
Tank
0
0
0
No
Recon
+0
-2
-1
Yes
Brawler
-1
-1
+1
No

Ground Unit Sub Class::

Each mode of transportation specializes in different terrain types.
  • Legs are general purpose, slowever overall but moves the same speed over all types.
  • Wheels specialize in Smooth Terrain
  • Tracks specialize in Rough Terrain
  • Hover specialize in Water Terrain




Mode of Transport
Smooth Terrain Modifier
Rough Terrain Modifier
Water Terrain Modifier
Legs
-2
-2
-2
Wheels
-1
-3
-6
Tracks
-3
-1
-6
Hover
-3
-6
-1

Equipment::

These are optional, but at the cost of Slots you can give your unit unique perks in the battlefield. Some require to be deployed, and some are passive.

  • Armor is passive, and gives your unit defence against one of the 3 different weapon types. They come in 3 different flavours:
    • Reactive
    • Reflective
    • Composite
  • Jump Jets is an Active, and used during your unit's Movement Phase. It allows the unit to fly at a MP penalty
  • Smoke Screen is an Active, can be used at any time, and deployed on your unit's tile, lasts 2 turns. You can equip more ammo for this at the cost of 1 slot. Use the chat command "c] smoke <unitname>" to remove 1 ammo.
  • IR Scanner is Passive, it allows your unit to see through smoke
  • Beagle Probe is Passive, counters the Jammer, and Missile locks
  • Overdrive is Active, and allows your unit to travel at a -2MP cost. Roll dice. If you roll 8+ or greater, take 1 damage.
  • Jammer is Active, makes the unit, and all adjacent units harder to hit with a -3 Accuracy penalty. Lasts 1 turn, with a 3 turn Cool Down.
  • Ground Changing Gun or GCG for short, allows the unit to change the Tile Terrain Type within medium range of their choice, permanently. Requires LoS (Line of Sight), and has a 1 turn Cool Down.

Equipment
Slot Cost
Active or Passive?
Ability
Reactive Armor
2
Passive
+1 damage reduction against Ballistics
Reflective Armor
2
Passive
+1 damage reduction against Energy
Composite Armor
2
Passive
+1 damage reduction against Explosives
Jump Jets
1
Active
Allows unit to fly. +2MP/Tile Penalty
Smoke Screen
1
Active
Deploys Smoke on unit tile, lasts 2 turns
IR Scanner
1
Passive
Can see through smoke
Beagle Probe
1
Passive
Counters Jammer + Missile Locks
Overdrive
1
Active
Move quicker (-2mp) roll 8+ take 1 Dmg
Jammer
2
Active
Make Unit, and all adjacent harder to hit, -3 accuracy for 1 Turn
Ground Changing Gun (GCG)
1
Active
Within Medium Range, change Tile Terrain Type Permanently within LoS
Section 4: Weapons
Weapons:

Weapons are catigorized into 3 different types:
  • Ballistic
  • Energy
  • Explosive
Explosive weapons are the only ones that have limited ammo, but you can use more slots you can equip more ammo for that weapon.

Name
Weapon Type
Slot Cost
Tile Range
Damage
Cooldown
AP Cost
Ammo
Special Effect
MachineGun
Ballistic
1
2
1
0
1
Inf
On Crit, ignore armor and do double damage
Cannon 1
Ballistic
2
6
1
0
1
Inf
None
Auto Cannon 1
Ballistic
3
5
1
0
2
Inf
Can fire a second time, at -1 Accuracy to the same target
Cannon 3
Ballistic
3
3
3
0
3
Inf
None
Auto Cannon 3
Ballistic
5
3
3
0
4
Inf
Can fire a second time, at -2 Accuracy to the same target
Cannon 5
Ballistic
5
2
5
1
4
Inf
None
Shrapnel Shot Cannon 2
Ballistic
3
3
2
0
3
Inf
Hits any unit adjacent to target dealing 1 damage
Gauss Rifle
Ballistic
5
8
4
2
5
Inf
None
Rail Rifle
Ballistic
4
6
2
0
4
Inf
Can shoot through multiple units behind target
TAG Laser
Energy
1
8
0
0
2
Inf
Guranteed hit, Gives team +1 Accuracy during that Attack Phase
Micro Laser
Energy
1
3
1
0
2
Inf
None
Laser
Energy
2
4
1
0
1
Inf
None
Pulse Laser
Energy
2
3
2
0
2
Inf
None
PPC
Energy
3
5
3
1
4
Inf
None
Laser Assault Scattergun (LAS)
Energy
2
3
1
0
2
Inf
Hits any unit adjacent to target dealing 1 damage
Bomblast Laser
Energy
5
4
5
2
4
Inf
None
Flame Thrower
Energy
1
1
2
0
1
Inf
On Crit, light target on fire dealing 1 damage per turn for 2 turns
Freeze Ray
Energy
1
5
0
2
3
Inf
Target recives a 2 MP Penalty for 1 turn
Rocket
Explosive
2
4
3
0
3
2
None
Missile
Explosive
2
6
2
0
3
2
On successful roll, Lock onto target. If target is within 8 tiles at the end of the next Movement Phase, it deals damage. Remove ammo only after successful hit
SCUD Rocket
Explosive
8
8
6
0
6
1
None
Smoke Grenade
Explosive
1
2
0
0
2
1
Deploys smoke within 2 tile range
Section 5: Weapon Range Table
In this section I will provide a table as reference. This will tell you what you need to roll on your dice to land a hit based on your target's distance from you, and your weapons max range.

This table can be used, and is setup before the game starts. It is supplied in the download package at the top.

The top of the table displays the tile distance to your Target.
The side of the table displays your weapon's maximum range.



Heres an example of it being used:

  • Cougar wants to fire at SunderTank with it's Rail Rifle.
  • SunderTank is 5 tiles away
  • Rail Rifle maximum range is 6 tiles.
  1. First you look for "5" on the top set of numbers labled "Target Distance"
  2. Next you look for "6" on the side set of numbers labled "Weapon Max Range"
  3. Cross those 2 numbers and you end up at 3.
  4. 3 is the number or Greater that you must roll to hit.
Section 6: Map Creation
This section will be an in depth guide as to how to create a map for GTop.

In the downloads at the top you will find Map Templates, GTop holowalls, and GTop crushables. These are all used to aid in map creation.

These are your template sizes:

Square 15x15


Hex 18x18


Hex 24x24



Getting Started:

Hex plates are 3 units thick. It is reccomended you build based on this measurement. I reccomend you use the "Precision" tool found in the workshop to build these. You can set a "Nudge" height to move your hex tiles up and down. A factor of 3 (eg. 3, 6, 24,144) would be used. The maximum height a unit can climb without Jump Jets is 24.

Giving your map the correct elevation is crucial to making a good map, it should accomidate most unit sizes and give diversity in the terrain to make certain areas easier, or harder for various unit types of movement. Materials are used to define your surface types, where rock materials are generally assumed as rough.

Here is an example of good terrain heights and differences:


Once you are happy with your map, there are a few Expression 2s you have downloaded that will add some dimension to your map.

GTop Holowalls

Here is an example without GTop Holowalls:


And this is with GTop Holowalls:


To use this E2,
  1. Spawn the E2 on the ground.
  2. Spawn an "Advanced Entity Marker"
  3. With the "Advanced Entity Marker" tool out, right click the marker, hold shift, and then right click all of the hexes you want to be elongated.
  4. Once they are all selected use the "Wire" tool to wire "PLATES [ARRAY]" to the Advanced Entity Marker
  5. Refresh the E2 with the Expression 2 tool by hitting "R" on it.

    GTop Buildings

    Included in the package is "GTop Building"

    Inside the E2 are preset buildings, stats, and optional weapons. It also includes the ability to create your own unit for it as well for use with turrets or pillars.

Change Log & Bugs
As of Version 0.955:

Added:
  • Team Colours
  • Explosions

Changes:
  • Tweaked Battle Values
  • Removed ability to pick death sounds, its now random
  • Fixed various sound clipping issues

Bugs:
  • No currently known bugs





Version 0.954:

Changes:
  • Buffed Missiles, they now come with 2 free missiles instead of 1
  • Allocating extra slots for Rocket ammo now gives you 2 instead of 1
  • Allocating extra slots for Missile ammo now gives you 2 instead of 1

Bugs:
  • No currently known bugs


Version 0.953:

Changes:
  • Added hooks for future implementations

Bugs:
  • No currently known bugs


Version 0.92

Added:

Changed:
  • -Made all SubClasses -1MP overall
  • -Made Mediums -1MP overall

Bugs:
  • No currently known bugs


Version 0.91

Added:

Changed:
  • -Reduced Missile Ammo by 1
  • -Reduced Missile Range by 1

Bugs:
  • Ammo persist issues


Version 0.90
Equipment system in! Introducing a few new items into the game.
WARNING: Game Balance may suffer, however we are continuing to test.

Added:
  • -Equipment System
    • -Armor Types
    • -Jump Jets
    • -Smoke Screen
    • -IR Scanner
    • -Flare
  • -Flare Chat Command
  • -Turn Order Variable
  • -14 Different explosion sounds

Changed:
-ArmorType System is now removed, in place of Equipment System
-All Armor type stats

Bugs:
  • 0 MP cost over Special Terrain


Version 0.86
Wooo! 22 weapons!!! Next on the list: Equipment System??? Stay tuned for details!

Added:
-Micro Laser
-Melee

Changed:
-Recon Class buff, now 1 more hp
-Adjusted Auto Cannon 1
-Adjusted Auto Cannon 3
-Made Weapon Range Table easier to read

Bugs:
  • No currently known bugs


Version 0.81
Wooo! 20 weapons!!! Next on the list: Equipment System??? Stay tuned for details!

Added:
-Shrapnel Shot 2
-Auto Cannon 1
-Auto Cannon 3
-Rail Rifle
-Freeze Ray
-Error Message Details for illegal builds

Changed:
-Buffed LAS stats, now with 1 less slot, and 1 less AP cost

Bugs:
  • No currently known bugs
Credits
This couldn't have been possible without the help of many friends. Everyone involved in the process of making this game I thank. The names and roles of all responcible are:

Lead Designer + Hex Coder
Steely Johnson

Lead Coder + Guide Graphic Designer
LiddulBOFH

Play Testers
Midgetnator
ALPB
S30V


And of course, A-143 for planting the seed into my brain circa 2012.
1 Comments
Awoah 6 Dec, 2019 @ 11:42am 
A mic and modified BTT/Alpha Strike hybrid. I love it.