Special Action Refinement Project
Jan 18, 2020 1:23:43 GMT
Post by Ransac on Jan 18, 2020 1:23:43 GMT
Our goal here was to combine or refine combat actions that after review were deemed redundant or overly complicated.
Target Actions:
Revised Mechanics:
Target Actions:
- Stealth + Ambush = Stealth
- Sunder + Crippling Blow = "Called Attack"
- Barrage + Alpha Strike = "Volley"
Revised Mechanics:
- Stealth
Action Type: Move
Restriction: Requires Stealth-enabling equipment or systems.
Effect: The MS disappears from sight or detection. Every round the enemy rolls Perception and if they score 14 or higher, Stealth fails. While Stealth is active, the MS has +2 Accuracy and +1 Critical Range for each attack. The enemy may still attempt to attack a hidden opponent, but suffer a -4 accuracy while doing so and can only attempt an attack if they were the target of an attack from the hidden MS that same round. Stealth fails if the enemy lands a hit.
How or when Stealth can be used is based on system/equipment restrictions. - Called Attack
Action Type: Full Round
Effect: The pilot attacks a specific body part or weapon of the enemy target. If the damage done is equal to or greater than X (target's tier x 35), then the object is destroyed. Called Attacks suffer a -2 accuracy penalty. Damage done to destroyed weapons does not carry over to the MS.
Viable Targets: Weapons, Head, Back/Backpack, Arms, Legs.
Restrictions: Weapon damage must reach the minimum threshold to use this action. Cannot be used against Shields or light weapons.
Heavy Weapons: A damage output of X (Tier x 40) is required to destroy heavy weapons.
Destruction Penalties:- Head: -2 penalty to all attack rolls and Perception checks.
- Back: -2 Evasion Rating and cannot benefit from backpack equipment.
- Arm: Cannot use arm-mounted, handheld, integrated gear or equipment.
- Leg: -2 Evasion Rating.
- Volley
Action Type: Full Round
Restriction: Has a 3-turn cool down after use.
Effect: If using a multi-fire weapon, the pilot can unload all uses of the weapon in a single barrage at a target. Range bonus damage is negated while firing.
Viable Ranged Weapons: Automatic, Launcher, and Beam (non-artillery).
Alternative Effect: The mobile suit unleashes a barrage of weapons fire using every ranged weapon it possesses at once. Each weapon only consumes one use worth of ammo. Handheld weapons must be drawn first. All weapons used for this attack suffer a -2 accuracy penalty.
Viable Weapons: Any ranged weapon