MechCombat

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(Suits)
 
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*HP of parts: head, 2 arms, legs, torso (+/- shoulders)
*HP of parts: head, 2 arms, legs, torso (+/- shoulders)
:*If $HP<50%, part damaged
:*If $HP<50%, part damaged
-
::*arms/shoulders: weapons attached attack at -X
+
::*arms/shoulders: Attacks with weapons using the arm suffer -1 Leading Card value
-
::*legs: max movement speed at 3/4
+
::*legs: Max movement speed at 3/4
-
::*head: sensor range halved
+
::*head: Sensor range halved
-
::*torso: power output halved
+
::*torso: Power output halved
:*If $HP==0, part broken
:*If $HP==0, part broken
-
::*arms/shoulders: weapons attached nonfunctional
+
::*arms/shoulders: Weapons attached nonfunctional
-
::*legs: movement speed halved
+
::*legs: Movement speed halved
-
::*head: sensors nonfunctional
+
::*head: Sensors nonfunctional
-
::*torso: dead
+
::*torso: Dead
-
*number of mounting points (LShoulder, RShoulder, LHand, RHand, Legs, Back, Head)  
+
*Number and location of mounting points (LShoulder, RShoulder, LHand, RHand, Legs, Back, Head)  
-
*maximum speed in squares (from legs)
+
*Maximum speed in squares (from legs)
-
*armor (damage reduction per die for specific types; from torso)
+
*Armor (damage reduction per die for specific types; from torso)
-
*ability unlocks for high piloting skill
+
*Ability unlocks for high piloting skill
-
*tonnage available
+
*Tonnage available
-
*power output (X/rd)
+
*Power output (X/rd)
-
*heat reduction (-X per turn)
+
*Heat reduction (-X per turn)
-
[[MechCombat: Accessories]]
 
-
[[MechCombat: Arm Parts]]
 
-
[[MechCombat: Head Parts]]
 
-
[[MechCombat: Leg Parts]]
 
-
[[MechCombat: Torso Parts]]
 
-
[[MechCombat: Weapons and Armor]]
 
===Example Mech===
===Example Mech===
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:'''Total Tonnage:''' 31/40 tons
:'''Total Tonnage:''' 31/40 tons
-
==Stats that make up an item==
+
==Stats that make up a weapon==
-
*weapon or armor type
+
*Damage type
-
**Ballistics: guns
+
**Impact: Hammers, Shotgun
-
**Energy: lasers, flamethrowers
+
**Piercing: Spear, Rifle, Handgun
-
**Explosives: missiles, grenades
+
**Explosion: Grenade, Missile
-
**Melee: melee weaponry
+
**Energy: Beamsaber, Laser, Flamethrower
-
*damage or damage reduction
+
 
-
**Energy: lasers
+
*Delivery method
-
**Fire: flamethrowers, missiles
+
**Melee: Hammers, Beamsaber
-
**Impact: shotguns, fists
+
**Precision: Rifle, Laser
-
**Piercing: rifles, machine guns, swords
+
**Ballistic: Missile, Handgun
-
*tonnage needed
+
**Spread: Grenade, Flamethower, SMG
-
*mounting location (LShoulder, RShoulder, LHand, RHand, Legs, Back, Head)
+
 
-
*Heat from use (+X per use)
+
*Weapon Damage
-
*power consumed (X/use)
+
*Weapon Range
 +
*Number and location of slots
 +
*Tonnage
 +
*Heat from use and/or Power consumption
 +
*Special abilities or rules
==Stats that make up a pilot==
==Stats that make up a pilot==
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==Basic Combat Mechanic==
==Basic Combat Mechanic==
-
*Get X AP turn based on AP skill. Spend 1 AP to move 1 square, X AP to make attack (based on weapon), Y AP to draw a card.
+
*Get X AP turn based on AP skill.
-
*make attack, draw card, discard card. Discarded card has value based on number, or discard multiple cards as part of a hand for special effects.
+
*Spend 1 AP to move 1 square, X AP to make attack (based on weapon)(assume 4AP until AP is added), Y AP to draw a card(Playtest as 3).
-
*If $hand_size > 7, discard to 7.
+
*Make attack, discard Leading Card. Defender discards Leading Card.
 +
*Compare Leading Cards to determine hit or miss. In the event of a hit, discard additional cards to form a hand for bonuses.  
 +
*At end of turn, draw one card. If $hand_size > 7, discard to 7.
-
*[11:04] <Fax> you go "I shoot him. I discard a 4♠ to activate the ability and deal +2 damage because I also discard the 5♠6♠."
+
Example: Fax shoots Lokyar. Fax discards a 4♠ and Lokyar discards a 3♠. It hits, so Fax discards two more 4♠ for +2 damage from a Suited Three of a Kind.  
-
*[11:04] <Fax> "I draw a card because i used a ballistics attack with a ♠ and I have Sniper's Eye, and I draw a card at the end of my turn."
+
 
 +
====Suits====
 +
:<big><b>♣</b></big>: Associated with Impact damage and Melee weaponry.
 +
:<big><b>♠</b></big>: Associated with Piercing damage and Precision weaponry.
 +
:<font color="red"><big><font color="red"><b>♦</b></font></big></font>: Associated with Energy damage and Ballistic weaponry.
 +
:<font color="red"><big><font color="red"><b>♥</b></font></big></font>: Associated with Explosion damage and Spread weaponry.
 +
 
 +
'''Leading''' with an associated suit grants a bonus to the hand's value.
===Making an Attack===
===Making an Attack===
#Attacker and defender simultaneously discard one card each. These are called "leading cards". The defender's first defense in a round is free; shields provide additional free defends per round, and additional defends may be purchased by spending AP.
#Attacker and defender simultaneously discard one card each. These are called "leading cards". The defender's first defense in a round is free; shields provide additional free defends per round, and additional defends may be purchased by spending AP.
 +
:#Increase Leading Card value by 1 if targeting with an associated suit, or by 2 if double associated.
:#If attacker's is higher by 4 or less, he wins the target and inflicts damage to the defender's choice of body part.
:#If attacker's is higher by 4 or less, he wins the target and inflicts damage to the defender's choice of body part.
:#If attacker's is higher by 5 or more, he wins the target and inflicts damage to the attacker's choice of body part.
:#If attacker's is higher by 5 or more, he wins the target and inflicts damage to the attacker's choice of body part.
:#If the defender's is equal or higher than the attacker's, he wins the target and takes no damage.
:#If the defender's is equal or higher than the attacker's, he wins the target and takes no damage.
#Attacker and defender may then discard additional cards. Attacker and defender try to make high-value hand (see Hands below).
#Attacker and defender may then discard additional cards. Attacker and defender try to make high-value hand (see Hands below).
-
:#Attacker inflicts 1 damage, +1 if he targeted with an associated suit, plus the final value of his total hand.
+
:#Attacker inflicts 1 damage plus weapon's damage value and the final value of his total hand.
-
:#The defender subtracts any relevant damage reduction from the damage, subtracts one more if he defended from the target with a heart, and then subtracts the value of his hand.
+
:#The defender subtracts any relevant damage reduction from the damage and then subtracts the value of his hand.
-
 
+
-
===What the cards do===
+
-
In order to activate any attack or defense, you must discard a card.
+
-
 
+
-
====Suits====
+
-
:<big><b>♣</b></big>: Associated with impact damage and melee weaponry.
+
-
:<big><b>♠</b></big>: Associated with piercing damage and ballistics weaponry.
+
-
:<font color="red"><big><font color="red"><b>♦</b></font></big></font>: Associated with energy damage and weaponry.
+
-
:<font color="red"><big><font color="red"><b>♥</b></font></big></font>: Associated with accuracy and dodging.
+
-
 
+
-
Leading with an associated suit generally has a special effect based upon your following hand.
+
====Common Hands====
====Common Hands====

Current revision as of 19:52, 3 December 2010

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