Combat Rules 2.5
Jan 23, 2018 2:46:19 GMT
Post by Admin on Jan 23, 2018 2:46:19 GMT
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Pilot:
Mobile Suit/Armor
Weapon Size/Weight Categories
Combat Ranges and bonuses
Combat Stats: Pilot and Machine (and Combat Ranges)
Pilot:
- Shooting: How well a pilot can use long range weapons. Stacks with Aim to determine ranged weapon accuracy.
- Melee: How well a pilot can fight hand to hand. Stacks with Mobility to determine melee weapon accuracy.
- Reaction: How well a pilot can dodge attacks and take initiative. Stacks with Speed to determine Evasion Rating.
- Defense: How well can nullify or take damage. Influences Redirection, Parry, and Intercept rolls.
- Awakening: How well a pilot can use psycom and "bit" weapons (funnels, fangs, dragoons, etc.) along with special abilities. Only unlocked through certain Advancements.
Mobile Suit/Armor
- Aim: Used to modify ranged weapon accuracy.
- Mobility: Used to modify melee weapon accuracy.
- Speed: Used to modify Evasion Rating (See below).
- Redirection: Used to modify Redirect rolls.
- Evasion Rating: The minimum roll required to hit the target with a weapon.
Weapon Size/Weight Categories
- Small: 0-3
- Medium: 4-6
- Large: 7-10
Combat Ranges and bonuses
- Close Range: +1 to melee actions; attacking (Melee), parrying, and grappling. Relevant Maneuver: Close Distance/Charge.
- Medium Range: Default. No bonuses or penalties.
- Long Range: Immune to most melee actions or attacks. Relevant Maneuver: Disengage.
Start of Combat
- Taking Initiative
At the start of combat, every combatant performs a roll. The characters with the highest rolls go first, going in order of highest to lowest to determine combat posting order. Every Initiative Roll uses the Pilot Stat of Reaction, applying its modifier to the roll.
So say you roll an 11, but have a Reaction of 16. A 16 provides a modifier of +3, so that would be 11 + 3 = 14. Your Initiative Roll would be 14.
The Basics: Damage and Defense
- Attacking
Attacking is simple. Every turn you may use one weapon to attempt to inflict damage on an opponent. Some special actions allow the use of multiple weapons, or multiple attacks with the same weapon. Dual wielding also enables double attacks, but that is detailed further below.
Important (!) Unless a Close Action or Disengage has been used, all combat is considered mid-range, in which no distance penalties are applied against close or long range weapons.
Shield Bashing
A shield is technically also a weapon. However, since shields typically lack damage stats unless specifically designed for bashing, regular shields use Unarmed damage as their base, adding the Melee bonus as they would any other unarmed strike. - Ambushing/Being Ambushed
An ambush is a surprise attack against an enemy, whether it be a single target or a group. An ambush can only happen when the target is unaware of your presence or, in the case with stealth systems, of your location.
The Attacker
The attack roll of the machine performing the ambush is increased by +2 and critical chance is increased by +1 for just that attack.
Being Attacked
When being ambushed, all defensive actions suffer a -4 penalty. If the pilot is aware of the enemy's presence but otherwise unable to detect or identify them, the penalty is -2 instead. - Target Focus/"Flanking"
In battle, a pilot can only do so much. When they attack, they tend to focus their attention on the target they are attacking. As a result, any other combatants that attack the pilot will receive a +1 to their accuracy.
Example: Pilot attacks Target A. There are two other opponents as well, Targets B and C. Since Pilot is attacking Target A, Target's B and C receive a +1 to accuracy until Pilot attacks one of them instead, in which case Target A now receives the accuracy bonus. - Critical Attacks
A critical attack is when you roll a natural 20, as in the attack roll is 20 at base, with no modifiers applied. A critical attack is an automatic hit, it cannot be dodged or blocked. Furthermore, a critical attack deals bonus damage. A critical attack adds 20% damage to an attack.
If a weapon doesn't do damage but inflicts a condition or penalty and rolls a critical, the duration of the effect is increased by 1 turn. This also applies for actions or maneuvers.
In the arena, critical attacks require a confirmation roll. A critical confirms if the roll lands on or above the opponent's evasion rating. - Using Shields
A shield is typically a large slab or sheet of metal a mobile suit carries to block attacks. Most shields are mounted on either the arms, shoulders, or occasionally, the legs. Mounted weapons for the most part do not hinder shield usage, except in the case where the weapon is large or bulky. These weapons will have the restriction included in their description.
Weapons and using them
- Melee Combat and Weapon Type Bonuses
In close combat, the weapon you choose determines how you fight. Small weapons such as daggers require swift and precise strikes, making them hard to predict or react to. A hammer brings great weight or force behind each swing. Polearms offer greater reach, making them excellent at keeping an enemy at bay and defending oneself while going on the offensive. Swords and Axes are common enough weapons that are simple, reliable, and easily customizable for the preferences of the pilot. Strike weapons are typically punching or kicking focused but many Strike-type weapons bring unique bonuses of their own.
Melee Weapon Bonuses- Strike: None/Varies
- Daggers: -1 penalty to enemy Parry and Redirection attempts.
- Swords: +1 bonus to Parry attempts
- Axes: -1 penalty to enemy Redirection attempts
- Mace/Hammers: -2 penalty to enemy Parry attempts
- Polearms: +2 Parry against melee weapons or attacks.
- Unarmed Attacks
Sometimes your machine just doesn't have access to or otherwise cannot use any weapons. In these cases, there are still unarmed attacks; the good old punching and kicking. Unarmed attacks do damage similar to weapons, they have a specific base value and benefit from the Melee bonus provided by the machine. Each tier has a different unarmed base. Click here:- Tier 2: 40
- Tier 3: 50
- Tier 4: 60
- Tier 5: 70
- Tier 6: 80
- Tier 7: 90
- Tier 8: 100
- Tier 9: 110
- Tier 10: 120
For dual wielding, unarmed combat counts as a light weight weapon for light and medium armor class mobile suits. For a heavy armor class machine, it counts as a medium weight.
Kicking attacks: Unless flying or in zero gravity, kicking attacks suffer a -1 accuracy penalty as a result of losing standing stability in the process of kicking. - Dual Wielding
Dual Wielding is the act of using two weapons simultaneously in a single attack. For a mobile suit to dual wield, the weapons must both be usable with a single hand. For example two swords, two pistols, a pistol and a dagger, or other combinations. Heavy or two handed weapons cannot be dual wielded at all unless under specific circumstances.
While Dual Wielding allows a mobile suit to chain more attacks in a single turn, it also has a downside. Attacks made using the Dual Wielding Action have their range/melee damage bonus negated. Inherent damage types and their bonuses are retained, but otherwise the weapons will only deal base damage to the opponent. Also, dual wield attacks suffer a -2 penalty to accuracy. Heavy weapons (7+) cannot be dual wielded.
Dual Wielding requires two attack rolls, one for each weapon. Though a Dual Wield action counts as a single action, a pilot may not execute a second Dual Wield action in the same turn. However the pilot may execute another single weapon attack or perform other actions normally in the same turn. - Gun Clubbing
In desperate times come desperate measures. While a handheld gun or artillery weapon is designed to be used at range, if needed, they can be used as a melee weapon as an improvised club. Doing so changes the damage to that of Unarmed for the mobile suit's tier, but each attack deals 20% of the damage to the weapon's durability. - Reloading a weapon
A gun or cannon runs out of ammo eventually. When that happens depends on the weapon itself. To continue using that weapon, you must reload it, replacing the used ammunition with a new set.
A mobile suit may only reload twice. This is not per individual weapon but total.
Reloading counts as a swift action. Weapons that only have a Reload of 1 only take a single action to reload. However weapons that have a Reload requirement higher than one need an equivalent number of Reload Actions to finish. A weapon cannot be used in the same turn it is reloaded.
Beam weapons also fall under the reload category, as most use E-Caps or similar cartridge systems. Beam weapons that do not rely on such, drawing power directly from the machine itself or through other means will be labeled accordingly. Usually with a Recharge period rather than a Reload requirement. - Using Two Hands for a 1H Weapon
Melee Weapons
While a one handed weapon is normally wielded with one hand (As the name suggests), you can use a 1H weapon with two hands. Doing so increases the damage by 20%
For example, a sword that does 60 damage with melee bonus. The weapon damage is boosted by 12 (20% of 60).
On the off chance your character is desperate enough to use a ranged weapon such as a rifle as a club, 2H use is Unarmed + 20% (From the 2H bonus)
Ranged Weapons
Where a melee weapon benefits from two-handing by exerting more force into the swing, a gun doesn't work that way. When using two hands to grip a one-handed gun, you provide more stability to the weapon. As a result, two-handing a one-handed gun increases Accuracy by 1. If the weapon weighs less than 5, it also increases Critical Range by 1. - One hand for a two-handed weapon
The inverse of the above. In short, don't try it. Few mobile suits are designed with the strength to lift a massive or heavy weapon with one hand and still use it effectively. Attempting to do so results in a -3 accuracy penalty. - Recovering a dropped weapon
In the event you somehow drop your weapon or other equipment, you spend a action to recover and/or equip it.
Defending
- Parrying
If two machines are engaged in melee or close range combat and both are armed with melee weapons, each attack comes with the chance to parry, and then counter attack. To parry an attack, you must perform a "counter roll". The roll uses the weapons accuracy for the modifiers, but also adds the pilot's Defense modifier. For a parry to succeed, it must equal or surpass the roll of the enemy's attack.
Warning: Light weapons cannot parry Heavy weapons.
If the parry roll is a critical, meaning a natural roll of 20, the pilot's counterattack gains +2 accuracy. A parry fumble means the weapon used to parry is disarmed from the user, and they must spend a turn to recover it if they wish to use it again.
A parry requires a melee weapon. If the pilot is not already using a melee weapon, their parry role must be preceded by a Weapon Draw Action. A bayonet modification counts as a melee weapon and thus enables parrying and has no penalty.
One Parry action is used to defend against any single offensive action. This includes Dual Wield Attack Actions but with a -2 penalty to the second attack due to the nature of the attacks. One Parry Action cannot be used to defend against two separate actions.
Beam sabers cannot be parried unless with a beam resistant or heat-type weapon. - Intercepting
A variation of parrying reserved for weapons with an explosive damage type. The mechanic is the same as above for parrying, but instead requires a ranged weapon and isn't limited to a single roll. However, only one weapon may be used for intercepting.
Intercept rolls against cannon-type weaponry suffer a -2 penalty. Missile or bazooka weapons do not inflict this penalty. - Damage Redirection
When attacking, there is a chance your attack can be redirected, allowing the opponent to avoid taking damage to a specific area. If an attack rolls a hit, your target must perform a roll. If this roll is fourteen (14) or higher, the attack may be redirected. If below fourteen, it may not and the attack will land where it was intended. Shields provide a bonus to redirection rolls based on size and type. The modifier will be included with the shield information.
A critical hit, even one with a failed confirmation (unless it's a 1), cannot be redirected. A fumble for the "target confirmation" roll does nothing to the actual attack, it is simply treated as a fail.
A critical roll for a Redirection reduces the damage taken by 25%.
Warning: During a grapple, neither the one performing it nor the victim can redirect attacks from each other. However, attacks from other combatants can be redirected.
Arena Conditions
The arena employs certain restrictions to combat to encourage a more even playing field. As it's not a fight to the death, the rules are more strict. Below is a list of conditions applied to battle inside the arena.
- All critical rolls require a confirmation, meaning a second roll that must also hit the opponent to pass. Otherwise it's just a hit.
- Only two confirmed critical rolls in a row are allowed. Further critical rolls are nullified until you either miss or the enemy scores a hit.
- If one combatant has a vast advantage over their opponent, such as a machine that is much higher tier than their opponent possesses access to, the character in question may use a loaner suit from the armory with the same tier and number of weapons and upgrades as their opponent.
- Unless agreed upon otherwise by both combatants, all terrain and action/maneuver benefits apply as stated in their rules.