Grapple 2.0 and Restraining Actions
Feb 8, 2019 23:20:20 GMT
Post by Admin on Feb 8, 2019 23:20:20 GMT
Grappling has long needed a clean up and revision and after watching Unicorn again I decided it was time I took another crack at it. The majority of Grappling is present but a few things are changed and others have been removed.
I have also begun drafting a new combat action called "Restraining", based off Virtue's troubles in Gundam 00.
Grappling (2.0)
The act of seizing hold of an opponent in an attempt to restrict their movement. When an opponent is grappled, any bonuses to Evasion Rating are negated. If the grappled machine can fly but is grappled, it is considered grounded unless both machines are capable of flight. Furthermore, a grappled machine cannot use any hand held weaponry, only mounted or integrated weapons such as vulcan guns. Punching and kicking attacks inflict penalties if attempted while grappling. A machine being grappled cannot punch or kick as their limbs are restrained.
A grapple can only be executed in close combat, so the pilot attempting the action must first Close Distance. if Close Distance is successful a Grapple can be attempted in place of an attack in the same turn. Grapple attempts have a 1 turn cool down period, two turns if a Grapple was recently broken.
Grapple attempts use the pilot's Melee modifier. When attempted, the target must perform a counter roll. If the target's roll is lower, then the grapple succeeds. Each round both machines must make grapple check/resist rolls. If the machine performing the grapple is damaged in the same round as a grapple resist, the resisting machine receives a +1 bonus to their roll. A Grapple Resist check can be performed after an attack if desired. If a punch or kick is attempted by the Grappling machine, it means they have less of a grasp of the target and the resisting machine receives a +1 bonus to their next Resist roll.
Grapples are also modified by MS size/weight. Below are the modifiers based on armor type.
Grapple Check = Close Range + Pilot Melee Modifier +/- MS Armor Modifier verses Enemy Melee Modifier +/- MS Armor Modifier
Note: Machines with additional arms that attempt a Grapple gain +1 per extra pair to their roll, up to a maximum of +2 or six arms total. This includes Sub Arms.
Note: Up to two machines can attempt to Grapple the same target. If a target is double grappled, Evasion Rating is halved.
Warning: the penalties of Grappling apply to both machines. A machine performing a Grapple also has its ER bonuses negated and both machines will take damage when either is attacked by an outside force.
Restraining Action (W.I.P)
A Restraining Action is a more selective alternative to Grappling that relies on special weaponry or equipment to partially restrict a target's freedom. A restraining action targets a specific part of the target machine and restricts use of that part. For example the arms and legs. If an Arm is successfully restrained, any actions attempted with that arm will suffer a -2 penalty. If a leg is restrained, the target's Evasion Rating will suffer a -2 penalty. If weapons are integrated into the restrained part, they cannot be used. Sunder attacks aimed for Restrained components gain a +2 bonus to accuracy.
Multi-Restraining:
A single machine can try to Restrain up to two components of another, but it requires additional restraining gear and inflicts a -2 penalty to each roll due to the increased struggle. Additional machines can also attempt to restrain a target, with a maximum of four participants allowed, one for each limb. The head cannot be restrained.
Restraining Rolls and Resists
Like Grappling, Restraining requires a Restrain and Resist roll each round. For the Restraining machine, the pilot will use whatever modifiers apply to the gear being used. A melee weapon will use melee stats, a ranged weapon will used range stats. The target of the restrain will always use their Melee stat for their Resist checks.
Restraining Actions have a 1 turn cool down period, two turns if a target has recently broken out of a restraint.
Restraining uses the same modifiers for armor type that Grappling does. Below are the modifiers based on armor type.
Restraining = Weapon/Equipment Accuracy +/- MS Armor Modifier verses Enemy Melee Modifier +/- MS Armor Modifier
Note: weapons or equipment designed for restraining will be labeled as such.
I have also begun drafting a new combat action called "Restraining", based off Virtue's troubles in Gundam 00.
Grappling (2.0)
The act of seizing hold of an opponent in an attempt to restrict their movement. When an opponent is grappled, any bonuses to Evasion Rating are negated. If the grappled machine can fly but is grappled, it is considered grounded unless both machines are capable of flight. Furthermore, a grappled machine cannot use any hand held weaponry, only mounted or integrated weapons such as vulcan guns. Punching and kicking attacks inflict penalties if attempted while grappling. A machine being grappled cannot punch or kick as their limbs are restrained.
A grapple can only be executed in close combat, so the pilot attempting the action must first Close Distance. if Close Distance is successful a Grapple can be attempted in place of an attack in the same turn. Grapple attempts have a 1 turn cool down period, two turns if a Grapple was recently broken.
Grapple attempts use the pilot's Melee modifier. When attempted, the target must perform a counter roll. If the target's roll is lower, then the grapple succeeds. Each round both machines must make grapple check/resist rolls. If the machine performing the grapple is damaged in the same round as a grapple resist, the resisting machine receives a +1 bonus to their roll. A Grapple Resist check can be performed after an attack if desired. If a punch or kick is attempted by the Grappling machine, it means they have less of a grasp of the target and the resisting machine receives a +1 bonus to their next Resist roll.
Grapples are also modified by MS size/weight. Below are the modifiers based on armor type.
- Light: -2 vs Medium, -4 vs Heavy
- Medium: +2 vs Light, -2 vs Heavy
- Heavy: +2 vs Medium, +4 vs Light
Grapple Check = Close Range + Pilot Melee Modifier +/- MS Armor Modifier verses Enemy Melee Modifier +/- MS Armor Modifier
Note: Machines with additional arms that attempt a Grapple gain +1 per extra pair to their roll, up to a maximum of +2 or six arms total. This includes Sub Arms.
Note: Up to two machines can attempt to Grapple the same target. If a target is double grappled, Evasion Rating is halved.
Warning: the penalties of Grappling apply to both machines. A machine performing a Grapple also has its ER bonuses negated and both machines will take damage when either is attacked by an outside force.
Restraining Action (W.I.P)
A Restraining Action is a more selective alternative to Grappling that relies on special weaponry or equipment to partially restrict a target's freedom. A restraining action targets a specific part of the target machine and restricts use of that part. For example the arms and legs. If an Arm is successfully restrained, any actions attempted with that arm will suffer a -2 penalty. If a leg is restrained, the target's Evasion Rating will suffer a -2 penalty. If weapons are integrated into the restrained part, they cannot be used. Sunder attacks aimed for Restrained components gain a +2 bonus to accuracy.
Multi-Restraining:
A single machine can try to Restrain up to two components of another, but it requires additional restraining gear and inflicts a -2 penalty to each roll due to the increased struggle. Additional machines can also attempt to restrain a target, with a maximum of four participants allowed, one for each limb. The head cannot be restrained.
Restraining Rolls and Resists
Like Grappling, Restraining requires a Restrain and Resist roll each round. For the Restraining machine, the pilot will use whatever modifiers apply to the gear being used. A melee weapon will use melee stats, a ranged weapon will used range stats. The target of the restrain will always use their Melee stat for their Resist checks.
Restraining Actions have a 1 turn cool down period, two turns if a target has recently broken out of a restraint.
Restraining uses the same modifiers for armor type that Grappling does. Below are the modifiers based on armor type.
- Light: -2 vs Medium, -4 vs Heavy
- Medium: +2 vs Light, -2 vs Heavy
- Heavy: +2 vs Medium, +4 vs Light
Restraining = Weapon/Equipment Accuracy +/- MS Armor Modifier verses Enemy Melee Modifier +/- MS Armor Modifier
Note: weapons or equipment designed for restraining will be labeled as such.