Motarhead Duels: Difference between revisions
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*Counterstrike: allows a hit, but perfect attacks the attacker | *Counterstrike: allows a hit, but perfect attacks the attacker | ||
*Headshot: at TN9 attempts to hit the cockpit to attack the pilot endurance directly | *Headshot: at TN9 attempts to hit the cockpit to attack the pilot endurance directly | ||
*Aim: +2 modifier for | *Aim: +2 modifier for offense and next attack round | ||
Normal defense | Normal defense | ||
*Five Steps Backwards, fire: retreat out of melee range into archery and fire with +2 modifier | *Five Steps Backwards, fire: retreat out of melee range into archery and fire with +2 modifier | ||
*Raise Shields +2 for defense and bonus to get initative next round | |||
*Juda-Kata: Anti-flashstep technique (free counter attack on teleporter) | |||
===Length=== | ===Length=== |
Revision as of 13:48, 19 June 2018
Dueling
- Duels are between named characters.
Character Creation
Characters start off with one point in each of the categories except endurance and 5 more to customized. 10 if they have enhance genetics.
- Pilot Melee: 1
- Pilot Archery: 1
- Pilot Dodge: 1
- Pilot Defense: 1
- Pilot Endurance: 5
Mortarhead Stats
Archer base stats:
- Mecha Melee: 1
- Mecha Archery: 5
- Mecha Defense: 2
- Mecha Durability: 8
Knight base stats
- Mecha Melee: 3
- Mecha Archery: 3
- Mecha Defense: 3
- Mecha Durability: 10
Wizard base stats
- Mecha Melee: 5
- Mecha Archery; 1
- Mecha Defense: 5
- Mecha Durability 6
Combat Formula
- MHA+PA)-(PD+MD) against TN 7 if unfavored, 6 if favored, each sux is a point against durability
- Every natural ten results in a 1d10 against opposing pilot endurance TN 8, if success they lose a point, every 5 rounds pilot endurance goes down by one (tiredness of non stop fighting)
Special Moves
- Every three point into a pilot stat gives access to special move which can be used once in battle freely. Or they can spend two durablity to activate it again. Every 5 points adds a [Pefect] skill
List of moves: Perfect Attacks
- [Archer/Knight] Blast all
- [Wizard] Sword Flash
Perfect Defense
- [Wizard] Flash Step
Normal Attacks
- Furious Assault: rolls twice takes the highest value
- Counterstrike: allows a hit, but perfect attacks the attacker
- Headshot: at TN9 attempts to hit the cockpit to attack the pilot endurance directly
- Aim: +2 modifier for offense and next attack round
Normal defense
- Five Steps Backwards, fire: retreat out of melee range into archery and fire with +2 modifier
- Raise Shields +2 for defense and bonus to get initative next round
- Juda-Kata: Anti-flashstep technique (free counter attack on teleporter)
Length
Combat is 9 rounds.