Tabletop Simulator

Tabletop Simulator

Payday 2:The board game! 2.0
Taji 15 Aug, 2015 @ 3:31pm
Idea On Rules
TheBrownMonster, I apologize in advance but this is NOT going to be short...

Below is my idea on the rules of the game. I have played using these rules with some friends and random players and they seem to work well. Let me know your opinions on them.

GAME OBJECTIVE:
Players must break into the bank, Either loud or undetected and raid the vault.
One player carries the thermal drill with a -1 to movement.
Set the drill at either vault access points.
Vault opens after five game turns.
Grab a bag and head to any exit.
If all players are arrested, Game Over.

HOW TO PLAY:

All characters get a Movement & Action turn.
Movement is determined by a D10, Whatever number lands, Player can move that many tiles.

Action turn allows player to perform an action. Dice is determined by what action is performed.


ABILITIES (Certain Actions):

Knock out: Knock Out Enemy. Roll D10, Beat GM's Roll.

Lockpick: Unlock door. Roll D8, Beat 4.

Intimidate: Stops Civvies, Makes Enemies Run within 3 Tiles. Roll D12, Beat 5. +3 Within 1 tile.

Bodyshield: Bodyshields a Hostage. Enemies get -3 to all attacking rolls.

Pick up bag: Takes an action turn.

Throw Bag: D10 to determine how many tiles thrown.


POLICE WEAPONS (D10 for aim):

Pistol: 7. D6 Damage.

Sub-Machine Gun: 6. D10 Damage

Assault Rifle: 5. +3 if within 4 tiles. D12 Damage.

LMG: 6. Able to surpress targets within 6 tiles. D12 Damage.


POLICE EQUIPMENT:

Grenade: D10 for distance thrown. D20 for Damage.

Armor: +10 to Player's Health. -2 to movement.

Breaching Charge: Placable on Walls, Doors & Windows.

Tazer: Stuns player until damage is taken.


ENEMY TYPES & HEALTH:

Civilian: 2
Guard: 5
Police: 15
Riot Police: 30
Bulldozer: 50


PLAYER WEAPONS (D10 for aim):

Pistol: 3. D6 Damage.

Shotgun: 7. +4 if within 3 tiles. D20 Damage.

Assault Rifle: 5. +3 if within tiles. D12 Damage.

Sniper Rifle: 8. +5 if player hasn't moved this turn. D20 Damage.

LMG: 6. Able to surpress targets within 6 tiles. D12 Damage.


PLAYER EQUIPMENT:

Lockpick: Infinite use - Opens locked doors.

Grenade: D10 for distance thrown. D20 for Damage.

Mine: Placable. Deals D20 to Enemies walking within 2 tiles of it.

Armor: +10 to Player's Health. -2 to movement.

Breaching Charge: Placable on Walls, Doors & Windows.


PLAYER RULES:

A player is allowed to bring A Silenced Pistol, A Primary Weapon & 2 Equipment.
Players must wait in the vault for three turns to get a bag.
If a player dies, They can be resurrected in the same turn by another player. If not, that player is arrested for two turns. Trading a Civvie brings them back instantly.


GM RULES & POLICE RULES:

GM Controls all NPCs.
Police must kill and arrest all players.
Any Police or Guard can free a hostage with an action turn.


ALERT PHASE:

Alert Phase is when a Guard spots a player or dead body.

If a Player stands next to a guard through one full game turn, The guard spots them.
Player can kill or knock out guard and prevent alert.

If a guard isn't stopped before the game turn is over, Alert phase starts.

A player within one tile of a guard can be spotted.

A Guard within two tiles of a dead body with a clear line of sight can spot it.

After alert is initiated, Police will appear every two turns.
The first and second two turns are normal police, The third and fourth are Riot Police, The fifth is a Bulldozer.


BONUSES:

Manager and Teller carry a vault key. Keys can reduce the amount of time to open a vault door by two turns.

Security rooms can reduce time taken for police to arrive, player must roll D12 and beat 6.

If a player is in the vault, He can roll a D20 and beat 15 for an instant money bag.

A player can request a sniper and miss his entire turn. Must roll a D10 to see what the Sniper must beat to land a shot.

A player can request a single person for backup. Must roll a D20 and beat 12 for a Heavy with Armor and LMG.


ADDITIONAL INFO:

No Roof.
No Fences into Car Park.
Players can take keys from a knocked out guard to open doors automatically, but not from dead guards.
All doors leading into the bank are locked, Except Main Entrance.
Players can go through windows, But will alert guards.


I hope this seems satisfactory. If anyone has any opinions on this, Please feel free to give feedback, These rules are always open for adjustment.
Last edited by Taji; 15 Aug, 2015 @ 3:32pm
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Showing 1-4 of 4 comments
Altruistic Muffin 22 Nov, 2015 @ 7:43am 
this honestly seem pretty fun
Sir Duckyweather 22 Nov, 2015 @ 8:46am 
This seems like a pretty interesting concept, putting PD2 in boardgame form. However, I must say that the rules themselves seem even more RNG-based than PD2 itself. I'd imagine the sheer randomness of dice rolls might make the game seem stupidly easy sometimes and frustratingly unfair at others.

If you ever get a chance, I recommend looking into a game called Ninja: Legend of the Scorpion Clan, based on the Legend of the Five Rings universe. The game has a similar premise of "guards vs. intruders," but focuses less on random die rolls and more on pre-set numbers and (few) resource cards. Obviously doing things exactly like Ninja wouldn't work, as it would have to be tweaked to accomodate the PD2 themes, but I think there are good inspirations to draw from it.

Unfortunately, Ninja is not available on the TtS workshop, so I'd understand if you wouldn't want to invest in finding the physical form. And, if people prefer your current rules, that's fine too. I just thought I'd throw in my opinion.
siglerkam 12 Dec, 2015 @ 7:08pm 
How do we know whichs cops have which guns?
ZE1S 23 Apr, 2021 @ 12:49pm 
I wonder how you solved the problem with the map , since a large volume does not fit and the game simply breaks it
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Showing 1-4 of 4 comments
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