Talk:MJMecha
Very tentative!
Mechanics Sketch
In general piloting is pilot attribute + machine attribute + 1d10 (only for IRC RP). Agility is capped by a pilot's Body score. If a 1 is rolled, the player rolls an another 1d10 and subtracts it from their total. If a 10 is rolled, the player rolls another 1d10 and adds it to their total. This continues (if more 1s or 10s are rolled) until the rerolled dice come up not 1 or 10. A negative total is a critical failure.
- Evasion is Reactions + Agility + ECM/Shield Bonuses
- Close Combat is Reactions + Agility + Weapon Accuracy
- Ranged Combat is Perception + Targeting + Weapon Accuracy
- AI Weapons (i.e. Drones) are Knowledge + Electronics + Weapon Accuracy
Hit Resolution
If an attack hits, damage is either allocated by the attacker or by the defender to a component. In this case, the opposed roll is Charisma + Agility for the defender versus Charisma + Agility/Targeting/Electronics for the attacker (for close/ranged/AI attacks respectively), representing a combination of narrative priority and the ability to maneuver to create glancing shots versus the other guy's narrative priority and ability to hit. Physical shields add a bonus to this roll.
Sometimes a defender may want to allocate damage to the heavily armored main body, while sometimes they may want to have the attack remove a less vital component like a hand or a thruster pack. Some weapons may inflict multiple hits. These can be allocated on the same object unless the weapon has the relevant special property.
Damage is rolled as (Weapon Penetration - Target Durability) + 1d10 per hit. The net result is resolved as below:
- result < 3: No Effect. The attack glances off harmlessly, leaving at best a cinematic scar.
- 3 <= result < 6: Minor Damage: A system inside the component is disabled for a round. If the attacker won, the attacker chooses the disabled component, if the defender won, he chooses the disabled component.
- 6 <= result < 8: Major Damage: A system inside the component is destroyed. Same method of allocating critical hits as before. A component is destroyed if all Internal Structure systems are lost.
- 8 <= result < 10: Severe Damage: Treat as major damage, but reroll (Penetration - Durability + 1d10) and compare it to the table.
- 10+: Critical Damage: Two systems in the component are destroyed. An additional system is destroyed for every 2 the result exceeds 10, rounded up, so 3 systems are destroyed at 11, 4 systems at 13, and so on.
Aimed Shots can seek weakpoints, subtracting -2 to weapon accuracy for every +1 to penetration.
Weapon Properties
- Devastating (X): The weapon has incredible power. The weapon multiplies the number of times the damage effect is applied to the target by (X). For example, if a weapon with Devastating (3) rolls a net 6 on
- Scatter (X): The weapon causes wide-spread damage. If the weapon hits the target, it inflicts multiple hits, which must all be allocated to different components.