Super Robot Taisen Iwaku: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
m (32 revisions imported)
 
(24 intermediate revisions by 6 users not shown)
Line 2: Line 2:


The game involves the use of piloted robots called 'mechas' in battles, inspired from mecha anime like Gundam, Evangelion, old 70's robot shows, and even western ones like Battletech and Warhammer 40k's Titans. The setting revolves around the planet 'Iwaku' and the various factions, both local and extraterrestial.  
The game involves the use of piloted robots called 'mechas' in battles, inspired from mecha anime like Gundam, Evangelion, old 70's robot shows, and even western ones like Battletech and Warhammer 40k's Titans. The setting revolves around the planet 'Iwaku' and the various factions, both local and extraterrestial.  
==Setting==
{{Main|Iwaku Prime}}
The Setting was made to revolve around the default setting of the planet Iwaku Prime of the Iwaku System, the 2nd planet orbitting the sun of 'Genesis', which they renamed Iwaku as they traded with extraterrestial traders.


==Character Creation==
==Character Creation==
First, you are given a number of starting points for both your character and mecha. For entry level games, 30 points is advised.


First, you are given a number of starting points for both your character and mecha. You must then divide it between PILOT and MECHA. Depending on what kind of game it is, you can choose to allot more points into pilot, making him a better pilot with whatever mecha he's given. or put more into mecha, if you don't expect to switch around too much. It is recommended just to split it in half.
You must then divide it between PILOT and MECHA. Depending on what kind of game it is, you can choose to allot more points into pilot, making him a better pilot with whatever mecha he's given. or put more into mecha, if you don't expect to switch around too much. It is recommended just to split it in half.
 
For entry level games, 20 points is about right.


===Creating a Pilot===
===Creating a Pilot===
Typically, points allocated to pilots roughly indicates their skill level.
Typically, points allocated to pilots roughly indicates their skill level.


*0 pilot points - Completely dependent on the machine. (Some kind of A.I. or autopilot)
*0-5 points - Completely dependent on the machine. (Some kind of A.I. or autopilot)
*5 pilot points - Rookie / Grunt
*6-15 points - Rookie/Grunt
*10 pilot points - Competent Pilot
*16-25 points - Veteran /Competent Pilot
*15 points - Veteran
*26-35 points - Ace Pilot
*20 pilots - Ace Pilot
*35+ points - Legendary Pilot


===='''Traits'''====
They have the following stats with these default values:


When thinking of your pilot, think of traits or how he pilots. Is he angry all the time? Does he make a calculated approach to all his moves? Does he pray to the god of war? Does he fiddle with some doohickey all the time? More importantly, when is he angry? Is it when he is attacking? Is it when he gets hit? Does he cry when he uses a death ray? All these must be taken in consideration when creating traits. When creating such a trait, you usually just write down a phrase:
*'''Morale Level 0''' - Represents the current morale of your character. At -5, your character can no longer fight and flees the battle.
*'''Morale Gain''' - Represents how your character gains morale in battle by default. You have one free morale gain at character creation.
*'''Defensive 1''' - Represents Defensive capability. Score represents number of dice produced for Defensive Functions.
*'''Offensive 1''' - Represents Offensive capability. Score represents number of dice produced for Offensive Functions.
*'''Morale 1''' - Represents Capability with Morale. Score represents number of dice produced for functions that reduce or raise morale.
*'''Repair 1''' - Represents Capability with Supportive activities. Score represents number of dice produced for functions that repair armor or restore energy.
*'''Traits''' - Traits represent specific items/features/abilities your pilot has that activate on specific situations/functions. These come in the form of extra dice, and are an optional means to further customize your character. See trait creation below for more information.
*'''Seishin''' - Abilities that grant various bonuses in battle. By default you can get a free 1 starting point cost Seishin ability.
*'''Seishin Points 3/3''' - Refers to an 'energy pool' for your seishin. Determines how many times or by how much you can use seishin in a battle.


''- Yells when charging his foes.''
====Morale Level====
Morale represents a character's willingness to fight or to perform feats he would normally not do otherwise. By default, it is at 0, representing a neutral state. This can then be raised or reduced due to various skills and conditions. It is used to grant stat benefits and more specifically, for Trait and Function Requirements.


Then, think of when it activates. To reflect situations, you just choose one or more of the following:
Morale naturally rises when:
* The Battle rages on, represented by +1 every turn... Unless the battle has a special condition or if the GM decides to scrap this rule.
* Destroying or aiding in the destruction of 3 enemy units gives you +1 morale level.
* Being lowered to 1/4 or to just 1 of your armor points gives you +1 morale level.
* Being attacked 3 times, regardless of enemy's success/failure gives +1 morale level.
* Being repaired or restored 3 times within a battle via the restore/repair function.
* Other situations the GM mandates that raises morale.


* Attack - Applies when a mecha uses an attack function. - i.e. Skills/things pilot has that help in attacks, not explicitly on the mech.
Default morale can be increased by one at the cost of 5 starting points. However, it is advisable for GMs not to have default morale modified at character creation, and it is encouraged for GMs to simply decide a 'common' default morale on a case to case basis. (depending on mission/situation.)
* Defensive - Applies when a mecha uses a defensive function. - i.e. Pilot reacting to attacks, avoiding, blocking, etc.
* Passive - Applies when a mecha uses a passive attack or defense function. - i.e. things that the pilot does all the time when not actively pressed, or uses something subconsciously.
* Morale - Applies when a mecha uses a morale function. - i.e. things that deal directly with other pilots rather than mechs.
* Support - Applies when a mecha uses a support function  - i.e. things that deal with repairs, restocking, pilot's attitude towards allies,etc.


Then you write it down, next to the phrase, like so:
====Morale Gain====
These are optional abilities, representing the character's inborn ability to gain morale. Adding these costs 5 points.
* Gain +2 at the start of battle.
* Gain +1 for the destruction of one of your allies.
* Gain +1 for getting damaged.
* Gain +1 for the destruction of an enemy.
* Gain +1 for avoiding damage. (Defense/Passive Defense)
* Gain +1 for successfully using a restore/repair function.


''- Yells when charging his foes. Activates on attack and morale.''
Beyond these, the GM decides when you gain or lose Morale. This is just your 'default' morale gaining method.
 
Now you must assign a rank to this trait. A rank indicates how often it helps the character resolve a situation or how dependable it is. The lowest is rank 1 and the highest is rank 6 (Always works). You may pay 1 starting point to raise it by one. From 1 to 4, raising ranks by one costs 1 starting point - raising ranks from rank 4 to 5 and 5 to 6 cost double. Think of how many situations in which this trait kicks in - For each situation/activation type it affects beyond the first, you must pay an additional 2 points. Further additions incur 1 more point over the last, increasing as more types are added. (you pay 2 for the second attribute, 3 for the third, etc.)
 
For instance, his pilot trait is used when he uses an attack or a morale function. That is two different situations. Hence he must expend two starting points to increase it by one rank. Since traits start at '0', he must expend 2 points to increase it to 1. and 4 to increase it to 2, etc.


''- Yells when charging his foes. Activates on Attack and Morale, rank 5 - expended 10 starting points.''
====Defensive====
Defensive is a piloting skill that determines the amount of dice produced when using a function that reduces or avoids damage. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score.


With this taken into consideration, you can now list down traits and allocate starting points. Also, by default you have a free trait:
====Offensive====
Offensive is a piloting skill that determines the amount of dice produced when using a function that deals damage to armor/energy/morale. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score.


'''A PASSIVE Pilot Trait at rank 1.'''
====Morale====
Morale is a piloting skill that determines the amount of dice produced when using a function that raises or reduces morale. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score.


Having multiple traits of the same type and using both of them (when possible) grant additional bonuses. If you're really descriptive of the character, you get higher chances. There is also an alternative use for multiple traits. (see below.)
====Repair====
Repair is a piloting skill that determines the amount of dice produced when using a function that repairs or restores energy or armor. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score.


Feel free to allocate extra points to increase the effectiveness of certain traits. You may choose to make traits cost less by making them more specific:
====Traits====
Traits are optional bonus stats that only produce bonus dice in specific situations. To create one, simply think of a pilot trait/tool he would use that isn't necessarily part of the mecha. Then, allocate it to activate on one of your mecha's functions, giving it a cost of 1 starting point for a score of 1. For each function it is added to in this way, it costs an additional 1 starting point to raise it by a score of 1.


- For each function subtype removed - deduct 1 point from the starting point cost of the trait. (For instance, remove defense from the passive - the trait now only works during passive attack.) See the function traits in the mecha creation guide below for a better idea on the subtypes.
''EXAMPLE: Paorou has a special visor for sniping, which he uses for his mecha's ultimate cannon attack. Said attack is an Offense function at rank 5. Since he only uses it for this function it only costs 1 starting point to raise it to a score of one. Since he has 3 starting points left, he can raise it up to a score of 3. That means he can produce an extra 3 dice whenever he uses his ultimate cannon attack.''


- You may add a morale requirement (see morale below) which means that your trait requires you to get 'fired up' or get 'into it'. For every +1 morale requirement, deduct 1 point from the starting point cost of the trait. (Morale is at 0 by default - so this actually means you need to be at 1 morale, etc.)
You can also reduce the cost of a trait by applying a morale, armor, or energy requirement. this means that these traits can only be used if the character meets a specific morale level or if he uses up armor or energy. The costs are below:
* For every 1 morale level above 0 required for trait activation, reduce starting point cost by -1. Represented as <required level>MOR. (i.e. 1MOR)
* For every 1 energy point removed upon trait activation, reduce starting point cost by -1. Represented as <required points>EN (i.e. 2EN)
* For every 1 armor point removed upon trait activation, reduce starting point cost by -2. Represented as <required points>ARM (i.e. 3ARM)
* Depending on your GM, there may be other penalties or requirements for using the trait that he/she may allow.


- If the trait is mechanical or somehow linked to the mecha's energy source, you may add an energy requirement for every use of the trait. For every 1 energy required to use this trait, deduct 1 point from the starting point cost of the trait.
''EXAMPLE: Paorou's visor above is actually used for 2 functions, the ultra mega cannon, and a laser rifle. That means he has to pay 6 starting points to have a score of 3 in this trait. He decides to reduce the score to 2, reducing the cost to 4. However, he's still short by one point. He decides to add a requirement of 1 morale to reduce the starting point cost to 3.''


===='''Morale Gain'''====
In the case of a trait linked to a function that has multiple pools (for example, a hybrid morale offense), you must decide which pool gains the bonus dice linked to the trait, prior to rolling for the function. The effects of Effort, Cheer and Accelerate only occur after this has been done.


If you still have starting points reserved for your character left, you must now decide how your character gains Morale. By default you can choose ONE of these for free; Any further additions cost 5 starting points.
====Seishin====
- Gain +2 at the start of battle.
Seishin are pilot abilities that bestow bonuses and specific effects to help in battle. They use seishin points upon activation in battle. Unless specified in the effects, Seishin cannot be used twice in the same turn. By default, you can get a free 1 starting point for the purpose of purchasing seishin. Each seishin has a different starting point cost, seishin point use, and effect that lasts for the rest of the turn, so refer to the list below for more information:
- Gain +1 for the destruction of one of your allies.
- Gain +1 for getting damaged.
- Gain +1 for the destruction of an enemy.
- Gain +1 for avoiding damage. (Defense/Passive Defense)


Beyond these, the GM decides when you gain or lose Morale. This is just your 'default' morale gaining method.
FORMAT: Starting Point Cost - Name - Effect - Seishin Point Cost
*1 - Invincibility - Take no damage on your next failed defense. - 1SP
*1 - Flash - Automatically succeed the next defense. - 1SP
*1 - Analysis - The GM reveals information on the stats of a target. You gain a +1 success to offense rolls made against that target until end of turn. Can be used multiple times, but not on the same target/s. - 1SP
*1 - Accelerate - Gain +1 die for all your actions until end of turn. In the case of functions with multiple pools, this grants the bonus for all pools. - 1SP
*2 - Concentration - Add +1 success to all your defense and offense roll until end of turn. - 1SP
*2 - Lock-on - Automatically succeed your attacks until end of turn. If you have failed an attack roll, you may replace your success rate with a success rate equal to the opponent's defense rate plus one. - 2SP
*2 - Iron Wall - Take only 1 damage from each failed defense until the end of turn. - 3SP
*2 - Focus - Increase your own morale level by 1 point. Can be used multiple times. - 4SP
*3 - Intuition - Activate Lock-On and Flash's effects until the end of turn - 3SP
*3 - Guts - Restore 1/3 of your own armor points, rounded down. Can be used multiple times. - 3SP
*3 - Trust - Restore a target's Armor by 2 points. Can be used multiple times. - 3SP
*3 - Direct Hit - If successful, the next attack is automatically a critical. - 3SP
*3 - Inspire - Grant the effects of Lock-on to an ally until end of turn - 4SP
*3 - Hot Blood - Double the damage of your next successful attack. - 4SP
*4 - Luck - You may re-roll your next failed action. This is prior to any +1 successes, so you may still keep these bonuses after. - 4SP
*4 - Effort - You gain +5 dice for your next action. In the case of functions with multiple pools, this grants the bonus for all pools. - 4SP
*4 - Guts+ - Fully Restore your own Armor. - 5SP
*4 - Resupply - Restore a target's energy to full. Can be used multiple times. - 5SP
*4 - Bonds - Restore 1/2 of a target's armor, rounded down. Can be used multiple times. - 6SP
*4 - Vigor - Raise your morale by 2 points. Can be used multiple times. - 6SP
*5 - Empower - Restore an ally's Seishin points by 5. Can be used Multiple Times. - 6SP
*5 - Soul - Multiply the damage of your next successful attack by 2.5, rounded up. - 6SP
*5 - Friendship - Fully restore a target's Armor points. Can be used multiple times. - 7SP
*5 - Rouse - Grant the effects of Hot-Blood on an ally - 8SP
*5 - Cheer - Grant the effects of Effort on an ally. - 8SP
*6 - Courage - Activate the effects of Accelerate, Invincibility, Lock-on, Direct hit, and Hot Blood on Self - 9SP
*6 - Love - Activate the effects of Accelerate, Flash, Lock-on, Hot-Blood, Luck and Effort on self. - 9SP
*6 - Zeal - You may take another action this turn - 9SP


===='''Seishin'''====
====Seishin Points====
Under construction. Might be included much, much later.
Seishin Points are a score that represents how much Seishin you can use in a battle. Upon activation of a seishin, it's Seishin Point cost is deducted from the Seishin Point Pool. Seishin Points can be restored by other seishin, and fully restored at the completion of every battle. By default you have 2 seishin points. You can increase this by 2 points through paying 1 starting point.


====Pilot Creation CONCLUSION====
====Pilot Creation CONCLUSION====
''Example: Let's say I made a pilot with 15 starting points. I'll name him John.''


''Example: Let's say I made a pilot with 10 starting points. I'll name him John.
''John''
*''Morale Level 0''
*''Morale Gain for avoiding damage (5)''
*''Defensive 5 (4)''
*''Offensive 3 (2)''
*''Morale 1 (0)''
*''Repair 1 (0)''
*''Trait: Sarcastic Remarks 2 - (Defense Function - Maneuver) (2)''
*''Seishin:''
**''1 - Accelerate (1)''
**''1 - Analysis (0)''
*''Seishin Points 4/4 (1)''


* John subconsciously taps his fingers on the steering device while he flies around. PASSIVE rank 4 - 3SP
''(Total: 15)''
* He whistles and makes sarcastic remarks as he narrowly avoids danger . DEFENSE rank 3 - 3 SP
* John makes fun of his enemy/ies, criticizing their skills as he guns them down. ATTACK Rank 4 - 4SP
* John gains morale for dealing the destroying blow to his opponents.
''


===Creating a Mecha===
The starting points given to your Mecha give an idea as to how powerful the machine is.


----
*0-5 points - Crappy machine miraculously held together by the pilot's skill.
 
*6-10 points - Not suited for combat/Scout
===Creating a Mecha===
*11-20 points - Entry Level Battle Mecha
*21-30 points - High-end Battle Mecha
*30+ points -  Experimental, Heavily Customized or Extremely Souped-Up Mecha


The starting points given to your mecha give an idea as to how powerful the machine is. (standalone)
Mechas have the following default stats and values :


* 0 pilot points - Crappy machine miraculously held together by the pilot's skill.
* Armor 1 - Represents the mecha's 'life'. The unit is destroyed if this reduced to zero.
* 5 pilot points - Not suited for combat/Scout
* Energy 0 - An optional stat representing the mecha's fuel/ammunition/special energy source stocks. Mainly used for Function and Trait requirements.
* 10 pilot points - Entry Level Battle Mecha
* '''Functions''' - A mecha's options/actions for one turn depend on his Functions. These are usually built from scratch from the section below, but you have 2 functions by default.
* 15 points - High-end Warmachine
** Offense Function 1 - This represents a default, weak attack, such as the robot's flailing limbs. You have to roll a 1 to count a success when using this function. This can be further upgraded as per Offense Function instructions below.
* 20 pilots - Experimental, Customized or Extremely Souped-Up Mecha
** Defense Function 1 - This represents a default, weak defense, such as rudimentary armor. You have to roll a 1 to count a success when using this function. This can be further upgraded as per Defense Function instructions below.
* Modifications - Represents features and bonuses your mecha can grant in specific situations.


===='''Armor'''====
====Armor====
Armor represents how much solid hits your mecha can take after they have bypassed your defenses. By default, a Mecha has 1 armor. This means if 1 hit gets through to it, it gets reduced to zero - which means your mecha is out for the battle (see combat resolution below). You can raise this by paying one starting point to grant 2 additional armor. Every point spent this way increases it by another 2. For an idea of what armor represents:
Armor represents how much solid hits your mecha can take after they have bypassed your defenses. By default, a Mecha has 1 armor. This means if 1 hit gets through to it, it gets reduced to zero - which means your mecha is out for the battle (see combat resolution below). You can raise this by paying one starting point to grant 2 additional armor. Every point spent this way increases it by another 2. For an idea of what armor represents:


1-3 is lightly armored.
1-4 is lightly armored.
4-6 is average.
5-9 is average.
7-9 is heavy.
10-15 is heavy.
10-above usually is already a battleship or something that large.
15+ is usually already a battleship or something that large.


===='''Energy'''====
====Energy====
Energy represents special munitions, fuel, etc. Reserved for functions which have an energy requirement. Running out of energy simply means you can't use those functions any more. By default, all mechs have a score of 2 to represent this abstract, combined idea. Expending one starting point raises it by 3, 2 starting points 6, 3 starting points, 9 and so on and so forth.
Energy represents special munitions, fuel, etc. Reserved for functions which have an energy requirement. Running out of energy simply means you can't use those functions any more. By default, all mechs have a score of 0 to represent this abstract, combined idea. Expending one starting point raises it by 3, 2 starting points raises it by 6, 3 starting points raises it by 9 and so on and so forth.


===='''Functions'''====
====Functions====
Mechas also have traits called FUNCTIONS. These are basically the actions a mecha can use in battle. and are ranked from one to 6, with 6 being the most effective. Here is a list of the general ideas for the Functions:
Mechas also have traits called FUNCTIONS. These are basically the actions a mecha can use in battle. and are ranked from one to 6, with 6 being the most effective. Here is a list of the general ideas for the Functions:


Think of what your mecha can do. Does it have cannons? Does it fight in melee? Does it have nanomachines? Does it have an alternate form? Just like pilot traits - functions give a general idea of your mecha's abilities. A good way to start is to write down the abilities of your mecha in a broad fashion. (or a very specific one, if thats your taste.)
Think of what your mecha can do. Does it have cannons? Does it fight in melee? Does it have nanomachines? Does it have an alternate form? Just like pilot traits - functions give a general idea of your mecha's abilities. A good way to start is to write down the abilities of your mecha in a broad fashion. (or a very specific one, if thats your taste.)


Then decide what function it falls under:
Then decide what type of function it falls under:


---'''PASSIVE FUNCTIONS'''--- Refer to functions that are constantly on-going in the mech. All these use the passive pilot trait.
* DEFENSE - Abilities/Properties/Equipment that work to avoid attacks, be it armor, high-speed maneuvers or barriers.
** ABSORB - A function that uses the robot's repair/self-regeneration to aid it's defenses. Allows the use of the Repair Pilot skill to bolster the unit's defenses.
** MORALE DEFENSE - A function that uses the pilot's will to directly affect his defense, be it through intimidating his opponent or through manifesting his indomitable spirit through his mecha. Allows the use of the morale pilot skill to aid in defense.


* '''PASSIVE DEFENSE''' - Refers to the mecha's natural defenses. Be it ECM jamming, Extra Armor plates or simply boosting out of the way at the last second - the passive defense handles avoiding damage when a DEFENSE function isn't used, and helps when it is being used. It is also used by default against SCENARIO attacks. Cost 2 starting points to rank up until 4. It costs 3 to rank up to 5 and 4 to 6. ''EXAMPLE: Your mecha has a barrier that's always on. It can block small anti-armor bullets, but can't deflect much else. That would make it a passive defense rank 2 with a cost of 4 starting points.''
* OFFENSE - Abilities/Properties/Equipment that work to deal damage, be it guns, swords, magic or beam cannons. Due to the sheer amount of modifications one can have for Offense, only the basic, common subtypes will be placed here. Refer to offense section below for add-ons.
** HYBRID MORALE OFFENSE - A function that deals damage to armor and morale. May represent an intimidating, horrific attack.
** HYBRID ENERGY OFFENSE - A function that deals damage to armor and energy. May represent a nuclear bomb with an EMP burst.
** MORALE AIDED ATTACK - A function that allows the use of the morale pilot skill to aid in his attack. For example, a will-powered final move.


* '''PASSIVE OFFENSE''' - Refers to the mecha's natural ability to deal damage without using any effort. Be it an automated cannon orbitting your mech, some kind of radiationbeing emitted, or being constantly on fire - the passive offense deals damage to opponents when an ASSAULT function isn't used, and helps when it is. Having passive offense means you can deal damage, even if you're not making an effort to attack.Cost 2 starting points to rank up until 3. It costs 3 to rank up to 5 and 4 to 6.''Example: Your mecha has small automated drones armed with miniature cannons that attack of their own volition. That would make it a passive offense rank 3 with a cost of 6 starting points.''
* MORALE - Functions that manipulate Morale. an inspiring song that awes opponents and empowers allies, for instance.
** MORALE ATTACK - a function purely used to lower morale. An intimidating look over comms, for instance.
** MORALE RAISE - a function purely used to raise morale. A cheer for your comrades, for instance.


* '''PASSIVE RESTORE''' - Refers to the mecha's natural ability to restore armor or energy. Be it nanomachines or some kind of perpetual motion machine - the mecha makes a free move to restore itself at the start of every turn. You must decide if it restores Armor, Energy or Both via an open-close parenthesis next to the function type. This function can only restore a maximum of 1 point, regardless of success rate. Armor costs 3 starting points to rank up to a maximum of 4, Energy costs 2 points to rank up to a maximum of 4, and Both costs 4 points to rank up to a maximum of rank 3.''EXAMPLE: Your mecha has nanomachines that actively repair your mecha in battle. That would make it a passive restore of the (Armor) type rank 2 with a cost of 6 starting points.''
* REPAIR - A Function that restores Armor. For instance, you have nanomachines that can travel over the air.
** REPAIR SELF - A Function that restores your own Armor. For instance, you have a backup repair module.
** REPAIR OTHERS - A Function that restores other allies' Armor. For instance, you have tools for repairing others.


---'''COMBAT FUNCTIONS'''--- refer to functions that can only be used when combat is called. (see combat rules below)
* ENERGY ATTACK - A purely offensive energy function. For example, an aimed attack to the opponent's energy cells.
** DRAIN - An offensive energy function that slightly replenishes your own energy. For example, a wired pod that drains and transmits electricity.


* '''DEFENSE''' - Refers to a function that reduces damage performed on the mecha during the enemy player's phase, and gains extra dice with the presence of a passive defense function. The defense function can be used to assist other mechas. (Passive defense does not allow this on it's own.) This trait can be modified to become a SCENARIO DEFENSE for the cost of an additional 1 starting point - which only works against SCENARIO ATTACKS, or a REFLEX DEFENSE for the additional cost of the starting points paid for the trait - which deflects both  ASSAULT and SCENARIO attacks. Affected by Defense pilot trait and possibly the passive pilot trait. Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 to rank up to 5 and 6.''EXAMPLE: your mecha has a retractable energy shield, which can be turned on or off. This can be a rank 3 defense with a cost of 3 starting points.''
* RESTORE - A function that restores energy. For example, you brought extra energy cells.
** RESTORE SELF - A function that restores your own energy. For example, you have a backup energy module.
** RESTORE OTHERS - A function that restores other allies' energy. For example, your mecha carries ammunition for others.


* '''ASSAULT''' - Refers to a function that deals damage to a target. Can be done on both player and enemy phases, and gains extra dice with the presence of a passive assault function. The assault function has the most 'add-ons' and special effects' of the functions - owing to the variety of weapons a mecha can wield. Affected by assault pilot trait. Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 to rank up to 5, and 3 to rank up to 6.'''The Assault add-ons are:'''
* SETUP/TRANSFORM - A function which allows you to 'unlock' another function you normally could not have afforded with your starting points. Can only be aided by traits specifically made for this.
** Morale Assault - the attack uses normal combat rules but deals damage to Morale rather than Armor. Costs 1 additional starting point for conversion.
** Energy Assault - the attack uses normal combat rules but deals damage to Energy rather than Armor. It also deducts energy per successful die over the opponent's defense roll. Costs 1 additional starting point for conversion.
** Hybrid Morale - reduces opponent's morale by one when the attack success rate is at least double the opponent's defense rate (or defenseless). Adding this allows the function to be affected by Morale function. Costs 3 starting points to add on.
** Hybrid Energy - reduces opponent's energy by one when the attack goes through. Costs 2 starting points.
** Counterstrike - The usage of this attack takes precedence when assaulted during the opponent's turn. Costs 2 starting points to add on.
** Multi-target - The assault allows the addition of another target during the attack. The additional targets on top of the 'primary' one may only use passive defenses - only the primary target can counter-assault or use defense functions. This addon adds one more target for the attack, and can be added on repeatedly, provided the cost of 3 starting points is covered per iteration.
** Stunning - The target cannot take any further actions for the rest of the phase if the attack successfully hits. This means they cannot make any more counterattack moves if you're assaulting during your phase, and can be further attacked during your turn without any counter-action (Passive functions will always work, however.) Can be added for the cost of 4 starting points.
** Increased Damage - Increases initial damage done by this attack by +1. Costs 4 starting points to add on.
** Improved Critical - Increases Overwhelming damage done by this attack by +1. Costs 2 starting points to add on.


''EXAMPLE: For instance, your mecha has a machine gun he can quickly use for strafing, always firing first. It falls under an Assault Function with Counterstrike at rank 2, which costs 4 starting points. (2 ranks in attack +2 for counter)''
By default, you have an OFFENSE at rank 1, and a DEFENSE at rank 1. Feel free to modify these further.


---'''SPECIAL FUNCTIONS'''--- These are functions that operate outside combat, but are triggered, rather than passively on-going.
====REQUIREMENTS====
Each individual Function has the option of adding requirements to lower their cost. Most functions also need to have requirements to unlock the higher to maximum ranks.


* '''SCENARIO ATTACK''' - Refers to an attack function done outside combat. This means the target cannot shoot back and can only use scenario modified DEFENSE functions or  a PASSIVE DEFENSE function. This cannot be used during enemy phase, like all special functions. Affected by assault pilot trait. Costs 2 starting point to raise the rank up by one, until rank 4, and costs 3 to rank up to 5, and 4 to rank up to 6. Like assault traits, it can be modified with special effects:
These are the universal requirements:
** Morale Assault - the attack uses normal combat rules but deals damage to Morale rather than Armor. Costs 1 additional starting point for conversion.
* For every 1 morale level above 0 required for trait activation, reduce starting point cost by -1. Represented as <required level>MOR. (i.e. 1MOR)
** Energy Assault - the attack uses normal combat rules but deals damage to Energy rather than Armor. It also deducts energy per successful die over the opponent's defense roll. Costs 1 additional starting point for conversion.
* For every 1 energy point removed upon trait activation, reduce starting point cost by -1. Represented as <required points>EN (i.e. 2EN)
** Hybrid Morale - reduces opponent's morale by one when the attack success rate is at least double the opponent's defense rate (or defenseless). Adding this allows the function to be affected by Morale function. Costs 3 starting points to add on.
* For every 1 armor point removed upon trait activation, reduce starting point cost by -2. Represented as <required points>ARM (i.e. 3ARM)
** Hybrid Energy - reduces opponent's energy by one when the attack goes through. Costs 2 starting points.
* Depending on your GM, there may be other penalties or requirements for using the trait that he/she may allow.
** Counterstrike - The usage of this attack takes precedence when assaulted during the opponent's turn. Costs 2 starting points to add on.
** Multi-target - The assault allows the addition of another target during the attack. The additional targets on top of the 'primary' one may only use passive defenses - only the primary target can counter-assault or use defense functions. This addon adds one more target for the attack, and can be added on repeatedly, provided the cost of 3 starting points is covered per iteration.
** Stunning - The target cannot take any further actions for the rest of the phase if the attack successfully hits. This means they cannot make any more counterattack moves if you're assaulting during your phase, and can be further attacked during your turn without any counter-action (Passive functions will always work, however.) Can be added for the cost of 4 starting points.
** Increased Damage - Increases initial damage done by this attack by +1. Costs 4 starting points to add on.
** Improved Critical - Increases Overwhelming damage done by this attack by +1. Costs 2 starting points to add on.


''EXAMPLE: For instance, your mecha has a powerful wave cannon which can hit up to 3 units. It falls under an SCENARIO ATTACK Function with Multi-target +2 at rank 3, which costs 12 starting points. (6 starting points for 3 ranks - then 2 additional targets for another 6.)''
These requirements can be used for any function below:


* '''SUPPORT''' - Refers to a function that restores armor, energy or raises morale. Furthermore, it can be modified to only affect self, others, or both. Affected by support pilot trait and possibly morale.  First, decide what the support affects: Restoring Energy costs an additional 1 starting point, and an additional 1 if the trait is rank 4 or above. Armor costs 2 starting points to have and an additional 1 if rank 4 or above. Raising Morale allows it to be affected by the morale pilot trait, and costs 3 starting points to have, with an additional 1 for rank 3 or above. The support's rank costs are then dependent on the target: For self, it costs 1 starting point to rank up until 4, 2 to rank 5, and 3 to rank 6. For others, it costs 2 starting points to rank up until 4, 3 to 5, and 4 to 6. For both it costs 3 to rank up until 4, 4 to 5, and 5 to 6.''EXAMPLE:  you mecha has a repair tool for servicing other mechs in battle. That would make it an armor support function for other targets. It could be at rank 3 with a starting point cost of  8. (6 for 3 ranks + 2 for armor.)''
====DEFENSE====
Refers to a function that works to avoid or reduce damage with the use of a defense roll. It works by rolling a number of 6-sided dice equal to the pilot's defensive skill, and counting how many dice fall under this Function's rank. This number must then be equal to or over the opponent's attack success rate to completely avoid damage. If you are attacked during your enemy's phase, you have the option of using Total Defense rather than Counter-attack, which grants you either +1 die to your defense roll or by reducing the damage received by one.


* '''TRANSFORM/SET-UP''' - Refers to a function that allows the creation or 'unlocking' of an additional pre-determined function/s that would have otherwise not been available with the starting points. Basically, what you have to do at character creation is to make a function (or functions) without worrying about your starting points, and count how much starting points it cost. This is called a LOCKED function. This starting point cost is divided by 5, rounded up, which now represents how much each rank in this TRANSFORM trait costs, doubling at ranks 5 and 6. Using this trait means the successful results must match at least half (or lower/higher depending on GM's discretion) the points allocated into the creation of that function, this trait can only be affected by one pilot trait of the player's choice.
'''Base Cost:''' Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 starting points to rank up to 5 and then 6. Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 5 or above defense function.
''
EXAMPLE: you can't afford to have a powerful electro net, your most powerful sure-kill attack. you want it to be a Rank 6 assault with stunning, but can't have it because it costs 13 starting points to have. You only have about 6. You may then make this move LOCKED - and assign a transformation/setup function which unlocks it.''
''You can make a SET UP function which unlocks this move - by dividing the cost by 5 rounded up. That means it costs 3 starting points for one rank in this transform function, and you must have at least 8 successes to successfully get the trait.''


- You may reduce the cost of the transform/set up function by allocating the removal of one of the starting functions upon usage of this function. The starting points put into the the removed function can be deducted from the total starting points cost of the LOCKED function prior to division. Simply write the removed functions next to the SET UP/TRANSFORM's description.
''EXAMPLE: Your mecha has a retractable energy shield, which can be turned on or off. This can be a rank 3 defense with a cost of 3 starting points.''


''EXAMPLE: that the above net is still too expensive. You decide that the transformed mode loses a DEFENSE function, your retractable shield at rank 3. You decide to remove it, lowering the LOCKED cost by about 3 points. This reduces the SP cost for each rank of the Transform function to 2 SP up until rank 4, and doucle for 5 and 6. You now only need 5 successes to transform.''
'''Add-ons:'''


- Transforming can be undone starting on the next turn. It counts as a function similar to transform, which uses up the turn, but automatically succeeds, returning the allowed use of REMOVED functions and reverting LOCKED functions.
* ABSORB/ REPAIR DEFENSE - Add the repair pilot skill to your defense rolls. '''Cost:''' Value equal to half the function's base cost. (It's rank cost without addons.)
* MORALE DEFENSE - Add the Morale pilot skill to your defense rolls. '''Cost:''' Value equal to half the function's base cost. (It's rank cost without addons.)
* REDUCE DAMAGE - If it fails the defense roll, the function reduces the received damage by 1. '''Cost:''' 3 starting points.
* CRITICAL DEFENSE - If the opponent succeeds his attack roll against this function and is able to deal critical damage, reduce damage equal to his critical damage. This means an overwhelming attack's bonus damage is reduced to half. '''Cost:''' 3 starting points.
* SUPPORT DEFENSE - Provided you have not yet been targeted or attacked this turn, you may defend an ally with this defense function. For the defense portion of the combat round your unit literally takes the place of the ally's unit, and you will take damage if you fail the defense roll. '''Cost:''' 1 Starting Point.
* TOTAL DEFENSE - This Defense can only be used with the Total Defense Command. You may not use this defense when counter-attacking or during the defense portion of your attack. '''Cost Reduction:''' Reduce starting point cost by half the function's base cost. (It's rank cost without addons.)
 
====OFFENSE====
Refers to a function that deals damage to a target's armor. It works by rolling a number of 6-sided dice equal to the pilot's offensive skill, and counting how many dice fall under this Function's rank. This number must then surpass the opponent's defense success rate to deal at least one damage. If your successes are double or more than the opponent's own, you deal CRITICAL DAMAGE, which is another point of damage by default. If your attack's successes is triple or more than your opponent's defense you deal CRITICAL DAMAGE once more, which is by default, another point of damage. This is called an Overwhelming Attack. An opponent who has no successes during his/her defense is considered defenseless, and you deal overwhelming damage by default.
 
'''OPTIONAL RULE''': If the total numerical results on your dice are higher than your opponent's dice, but you have just performed an overwhelming attack, The opponent is instantly destroyed (No more damage calculations) by an Anomalous Paradox. This represents the unstable and surprisingly violent nature of the RB Particle in Iwaku's Orbit.
 
If you are attacked during the opponent's phase, you may use an offense function as a counter-attack. This basically means you can damage the opponent during their own phase.


===='''Requirements'''====
'''Base Cost''': Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 to rank up to 5 and to 6. Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 5 or above offense function.
You can also reduce the starting point costs for each trait by allocating REQUIREMENTS. Requirements mean that you have to use up energy or have a certain morale score before you can use the function.


- You may require a morale level (represented as 1MOR or 2MOR depending on additional morale requirements, etc.) to use the function, for each additional morale level required, reduce the function's starting point cost by -2.
''EXAMPLE: Your mecha has a powerful, tracking laser cannon. It can be best reflected as an EN1 Rank 5 Offense Function.''


''EXAMPLE:, an assault function with stunning rank 3 costs 7 starting points. You can add a morale requirement of 2, to lower this cost to 3 starting points. This, however, means that his morale should be at level 2 before he can use it.
'''Add-ons:'''
''
- You may require that energy be expended whenever the function is used. (represented by 1EN or 2EN depending on how much energy is used) If so, reduce the starting point by -2 for each energy point lost this way. Cannot be used for passive restore (energy) and support self (energy).
''
For example, a REFLEX DEFENSE function rank 4 costs 8 starting points. You can add an energy requirement of 2, to lower this cost to 4 starting points. This, however, means that he uses up 2 energy every time he uses this.''


- You may require an Armor Point loss for the usage of a function, (represented by 1AR or 2AR) and reduce starting point by -3 for each armor point lost this way. Cannot be used for passive restore (armor) and support self (armor).
* HYBRID MORALE - The attack now deals damage to morale as well as armor. This works by rolling two attack rolls, one using the offense skill and the other using the morale skill, both rolling under this function's rank. The offense skill attack roll works as a base offense function, complete with critical damage rules. If the morale skill attack roll overcomes the defense, the opponent loses one morale point regardless of success rate. However, the morale attack roll is completely independent of the offense attack roll - it can still deal morale damage when the normal offense has failed. '''Cost:''' Value equal to the function's base cost. (It's rank cost without addons.)
''
* HYBRID ENERGY - Reduces opponent's energy by 1 if the attack roll is successful.  '''Cost:''' Value equal to half the function's base cost. (Rank cost without addons.)
EXAMPLE: a SCENARIO ATTACK function with stunning rank 4 costs 12 starting points. You can add an armor loss requirement of 3, to lower this cost to 4 starting points. This, however, means that he deals 3 damage to his own armor every time he uses this.''
* MORALE-AIDED - The attack roll now includes morale skill to increase the dice of the armor attack roll. '''Cost:''' Value equal to half the function's base cost. (Rank cost without addons.)
* COUNTERSTRIKE - The usage of this attack takes precedence when assaulted during the opponent's turn. '''Cost:''' 2 starting points.
* MULTI-TARGET - The attack allows the addition of another target for your attack roll. The single attack success rate as a result of the roll is compared with the defense rates of each individual target. The additional targets beyond the 'primary' one may only use total defense command if they do not have a support attack - by default, only the primary target can attack during the defender's combat round. If the primary target has an ally Support Defend him/her, it gets to avoid damage as per support defense rules. '''Cost:''' 3 starting points per additional target.
* LONG-RANGED - When used during your phase, the opponent cannot use the counter-attack command unless he uses a function similarly modified with the Long-ranged add-on. '''Cost:''' 5 starting points.
* STUN - If the attack successfully hits, the target cannot take any further actions for the rest of the turn. They may only make defense rolls when attacked. '''Cost:''' 4 starting points.
* INCREASED DAMAGE - Increases base damage done by this attack by +1. '''Cost:''' 3 starting points for each iteration.
* IMPROVED CRITICAL - Increases Critical damage done by this attack by +1. This is doubled when the unit achieves Overwhelming attack. '''Cost:''' 2 starting points for each iteration.
* SUPPORT ATTACK - Allows you to attack in place of an ally with this function, provided you have not yet attacked or used a function that expended your turn. This can be used when your ally has gone with the total defense command. '''Cost:''' 1 starting point.


- In the case of transformation function, you may add these requirements to both the LOCKED trait and the TRANSFORM trait itself. It simply means that you must meet the requirements to use the transformation itself, and meet the requirements of the LOCKED function to use it after transformation.
''EXAMPLE: For instance, your mecha has a machine gun he can quickly use for strafing, always firing first. It falls under an Assault Function with Counterstrike at rank 2, which costs 4 starting points. (2 ranks in attack and another 2 for counter)''


''EXAMPLE: the LOCKED function is a SCENARIO ATTACK with stunning at rank 6 at 19 points. You decide to reduce this by applying a morale requirement of 3, reducing it to 13 points. Divided by 5, this means that the necessary SET UP/TRANSFORM function's ranks cost 3SP each. You then decide to give it 4 ranks, making it cost 12 SP. You can still reduce it by making an energy requirement of 2, making the final cost 8SP.''
====MORALE====
Refers to a function that can raise or reduce morale level. It works by rolling a number of 6-sided dice equal to the pilot's morale skill, and counting how many dice fall under this Function's rank. These dice are called successes, and their number is the morale success rate.  The effects then depend on the target:
* In the case of opponents, this calls combat - the opponent can defend and then counter-attack. You might have to perform a defense roll as well. This number must then surpass the opponent's defense success rate by at least 1 success to reduce his morale by one. If your successes are double or more than the opponent's own, you reduce his morale by 2 points. This is called a '''MORALE ATTACK'''.
* In the case of allies, This number must then surpass his current morale level to increase it by one. If all of your dice are successful, you raise it by 2 instead. This is called a '''MORALE RAISE'''.


''This means that you have to use up two energy to unlock the  SCENARIO ATTACK - but need to be at morale level 3 to actually use it.''
'''Base Cost:''' Costs 3 starting points to raise the rank up by one, until rank 4, and costs 4 starting points to rank up to 5 and then 6. Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 4 or above morale function.


===='''Recap for Function Costs'''====
'''Add-ons:'''
* PASSIVE DEFENSE - 2 SP per rank up until 4, then it's 3 SP for a rank up to 5 and 4SP for rank up to 6.


* PASSIVE OFFENSE - 2 SP per rank up until Rank 3. 3SP for rank ups until 5 and 4SP for Rank 6.
* MORALE ATTACK - Convert your morale function to purely affect opponents. '''Cost Reduction:''' Reduce this function's cost by half it's base function value, rounded down.
** MULTI-TARGET - The attack allows the addition of another target/victim for the morale attack roll. The single attack success rate as a result of the roll is compared with the defense rates of each individual target. The additional targets beyond the 'primary' one may only use the total Defense command if they do not have a support attack - by default, only the primary target can attack during the defender's combat round. If the primary target has an ally Support Defend him/her, it gets to avoid morale damage as per support defense rules. '''Cost:''' 3 starting points per additional target.
* MORALE RAISE - Convert your morale function to purely affect allies. '''Cost Reduction:''' Reduce this function's cost by half it's base function value, rounded down.
** MULTI-TARGET - The attack allows the addition of another allied target for the morale raise roll. The single attack success rate as a result of the roll is compared with the morale level of each individual target. '''Cost:''' 3 starting points per additional target.
* LONG-RANGED - The opponent cannot use the counter-attack command unless he uses a function with the LONG-RANGED add-on. '''Cost:''' 5 starting points.


* PASSIVE RESTORE (Armor) - 3 SP per rank up until 4.
====REPAIR====
* PASSIVE RESTORE (Energy) - 2 SP per rank up until 4.
Refers to a function that restores armor. It works by selecting a target, then rolling a number of 6-sided dice equal to your pilot repair skill, and counting how many dice fall under this function's rank. If you overcome the the target's armor with your success rate, you have restored one point of damage. If your success is double the target's armor, restore two points of armor.
* PASSIVE RESTORE (Both) - 4 SP per rank up until 3.


* DEFENSE - 1SP per rank up until 4, then 2 per rank up until 6.
====TRANSFORM/SET-UP====
** - SCENARIO DEFENSE - +1 SP for conversion.
Refers to a function that allows the creation and 'unlocking' of additional pre-determined function/s that would have otherwise not been available with your starting points. This could be a cannon that requires a turn dedicated to set-up, or a second form that requires a transformation sequence.
** - REFLEX  DEFENSE - Multiply Defense Function's SP cost by 2.


* ASSAULT- 1SP per rank up until 4, then 2SP for rank up to 5, and 3SP for 6.
It works with the creation of a function, or a number of functions and then calculating the starting costs.
**- Morale Assault - 1SP for conversion.
**- Energy Assault - 1SP for conversion
**- Hybrid Morale - 3SP for addon
**- Hybrid Energy - 2SP for addon
**- Counterstrike - 2SP for addon
**- Multi-target - 3SP per additional target.
**- Stunning - 4SP for addon
**- Increased Damage - 4SP for every additional +1 damage.
**- Improved Criticals - 2SP per additional +1 damage.


*SCENARIO ATTACK - 2SP per rank up until 4, then 3SP to rank up to 5, and 4SP for 6.
- You may reduce the cost of the locked function by marking one of your existing functions for removal upon transformation. Place this under your Locked Function and mark as Remove. Deduct the starting points spent for the creation of this trait from the cost of your locked function/s costs.
**- Morale Assault - 1SP for conversion.
**- Energy Assault - 1SP for conversion
**- Hybrid Morale - 3SP for addon
**- Hybrid Energy - 2SP for addon
**- Multi-target - 3SP per additional target.
**- Stunning - 4SP for addon
**- Increased Damage - 5SP for every additional +1 damage.
**- Improved Criticals - 3SP per additional +1 damage.


*SUPPORT (Self) - 1SP per rank up until rank 4, 2SP to rank 5, and 3SP to rank 6.
''EXAMPLE: that the above net is still too expensive. You decide that the transformed mode loses a DEFENSE function, your retractable shield at rank 3. You decide to remove it, lowering the LOCKED cost by about 3 points. This reduces the SP cost for each rank of the Transform function to 2 SP up until rank 4, and double for 5 and 6. You now only need 5 successes to transform.''
*SUPPORT (Other) - 2SP per rank up until rank 4, 3SP to rank 5, and 4SP to rank  6.
*SUPPORT (Both) - 3SP per rank up until rank 4. 4SP to rank 5, and 5SP to rank 6.
**- Type Energy Restore - 1SP/2SP if support rank is 4 or above.
**- Type Armor Restore - 2SP/3SP if support rank is 4 or above.
**- Type Morale Raise - 3SP/4SP ifsupport rank is 3 or above.


*TRANSFORM - Create LOCKED Function/s, then divide it's total SP Cost by 5. This will be SP cost for rank up until 4, and is doubled (x2) for ranks 5 and 6.
- Transforming can be undone starting on the next turn. It counts as a function similar to transform, which uses up the turn, but automatically succeeds, returning the allowed use of REMOVED functions and reverting LOCKED functions.
**Trait Removal - Deduct starting points allocated to REMOVED traits from LOCKED function/s total SP cost.


*MORALE REQUIREMENT - Deduct 2SP for each morale level required for the function.
====Recap for Function Costs====
*ENERGY REQUIREMENT - Deduct 2SP for each point of energy used for the function.
*ARMOR REQUIREMENT - Deduct 3SP for each point of armor used for the function.


====Mecha Creation CONCLUSION====
====Mecha Creation CONCLUSION====
Line 240: Line 293:
''Example: Let's say you have 10 starting points. Let's make a mecha with what we've learned so far.''
''Example: Let's say you have 10 starting points. Let's make a mecha with what we've learned so far.''


''John's Akenaton''
'''''John's Akenaton'''''
''Armor 3 - 1SP''
*''Armor 3 - 1SP''
''Energy 5 - 1SP''
*''Energy 5 - 1SP''


''PASSIVE DEFENSE - High-Mobility Movement Rank 3 - 4 SP (-2 due to default bonus)''
*''PASSIVE DEFENSE - High-Mobility Movement Rank 3 - 4 SP (-2 due to default bonus)''<br>
''DEFENSE (1EN) - Last Minute Burst - 4 - 2SP''
*''DEFENSE (1EN) - Last Minute Burst - 4 - 2SP''<br>
''ASSAULT - Strafing Run - 2 - 2 SP''
*''ASSAULT - Strafing Run - 2 - 2 SP''<br>
''ASSAULT (2MOR 1EN) - Dive bombing - 5  -  0SP''
*''ASSAULT (2MOR 1EN) - Dive bombing - 5  -  0SP''


''Total used - 10SP''
''Total used - 10SP''
You can also just take some pre-made Mechas from the setting here: [[Unity Charter Mechas]]


==Gameplay Mechanics==
==Gameplay Mechanics==


The primary method of resolving problems in this game is by selecting a function, then rolling a number of dice equal to the relevant pilot skill's score (depends per function and add-on) and counting how many of those dice fall under or on the function's rank. These dice are called successes/successful dice and their count is called a success rate.
If your success rate beats a difficulty score or an opponent's success rate - your function has succeeded. If not, it has failed.
Depending on the function type, the number of successful dice over your opponent's have specific effects, such as criticals and double restoration. These have been detailed in the functions themselves.
===Battle Turns===
In SRW Iwaku, the battle rules mainly cover missions, otherwise called battles. Actions in battles are organized into turns.
In SRW Iwaku, the battle rules mainly cover missions, otherwise called battles. Actions in battles are organized into turns.


Line 262: Line 324:


===Moves during your Phase===
===Moves during your Phase===
 
During your phase, a unit can use seishin (provided you have it) then, you can make one move in the form of your functions - either an Offense, or one of any other function (besides defense) you have. As soon as your unit uses up his move, you move on to the next allied unit, until you haven no more allied units to control.
During your phase, a unit first gets to roll for passive restore or use seishin (provided you have it) then, you can make one move in the form of your functions - either an assault, or one of any special functions you have. As soon as your unit uses up this move, you move on to the next allied unit, until you haven no more allied units to control.


Then the enemy's phase begins.
Then the enemy's phase begins.
Line 269: Line 330:
The enemy phase is the same as your phase, except the opponent's units perform their moves.
The enemy phase is the same as your phase, except the opponent's units perform their moves.


===Using a Function===
===COMBAT MECHANICS===
 
To attack a target, you simply select a function and specify the target. Then you pay any energy requirements or armor requirements required for the function.
 
''Example: Paorou decides to use his EN2 special attack function - Manifold Perception Barrage Rank 5on a target battleship. He uses up 2 energy from his 5 energy stores.''
 
Then, you start Narrating how you perform your function on your target. Narrating determines how much 6-sided dice you can roll, decided by the GM. The best way to determine dice is to count the details of your narration - done by the GM, or arbiter.
 
''Example : "Paorou takes in the surroundings, and simply stares ahead, subconsciously making calculations with his eyes. The psy-sensitive screen reflects his calculations and this information sends the Perception Drones to their respective locations. The individual units around him begin to glow, and unleash charged crimson beams at the target, perforating it."
''
 
The above narration can grant about 6-10 dice, depending on the GM.
 
Now, the total dice is divided by 2. One half is called the Pilot Dice Pool and the other half is the Mecha Dice Pool. This simply means that one half of the total dice shall be rolled with the aim of falling under the rank of the most relevant pilot trait used/narrated in the function, and the other half is rolled with the aim of falling under the rank of the function's rank itself.
 
These two dice pools must be separate because there are specific mechanics for each.
''
Example: Paorou divides the 8 dice from above into two groups. 4 dice will be rolled under his Attack Pilot Trait Psy Calculation Rank 4, and the other 4 under his SP ASSAULT EN2 Function Manifold Perception Barrage rank 5.)
''
''He rolls 4 six sided dice under Psy Calculation 4 and gets 2,3,1,5.''
''He rolls 4 six sided dice under Manifold Perception Barrage 5 and gets 4,4,6,2.''
 
Total dice number under each pool is called Maximum Dice. Each die that falls under the target rank of the pool it has been allotted to is called a success. The total number of successes in each pool is called a success rate.
 
It is normally portrayed as this: Successes/Max Die. (For example, 7 successes and 10 Max Dice would be 7/10.)
 
''Example: Paorou has 3/4 success rates in both pools.''
 
Usually the total of successes from both pools is compared against a number, representing difficulty or an opposing success rate. The moment it overcomes this number, it means that the function is successful.
 
''Example: Paorou's score of 6 overcomes the battleship's Defense of 5. The battleship is hit squarely by the beams!''
 
But the specific Success Rates for Dice Pools usually determine degrees of success (see Combat Resolution and Function Effects below) so individual success rates are important as well.
 
''Example: Paorou's pilot pool has a score of 3 while the opposing captain's has a score of 3. His function score, however, has a score of 3 while the opponent has just 2. Due to the tie of one dice pool, he only deals one damage to the battleship's armor.''
 
Having a low success rate may lead to defeat, hence the use of multiple pilot traits and the assisting ability of the passive functions.
 
===='''Multiple Pilot Traits'''====
 
With multiple pilot traits, you can increase the chances for additional successes in your success rate. However, the function must allow the use of said trait. Using an attack trait with a defense function, for instance, isn't allowed. Please refer to mecha creation guide for function type descriptions.
 
These bonuses can be used, provided the trait in question was mentioned in the narrative. Also, the usage of traits in any of these bonuses still consider requirements to allow usage.
 
If it is the same pilot trait of a lower rank, you can opt to re-roll one your dice under the most relevant pilot trait's rank. (i.e. the original pilot dice pool's trait.) This however, still counts under the Maximum Dice.
 
''Example: From Paorou's above problem with the battleship, he may opt to reroll his last die with another attack trait of a lower rank - Trance State rank 3. He can, however, roll it under the original Psy Calculation's rank 4 instead. He rolls a 2, falling under rank 4, and gets 4/4 as his success rate. Since both pools are now over the success rates of the opposing pools, he can deal 2 damage as per overpowering damage rules.''
 
If it is the same type of pilot trait of the same rank or higher, you can opt to gain an immediate success. However, this still counts under maximum dice.
''
Example: From Paorou's above problem with the battleship, he may opt to reroll his last die with another attack trait - Trance State rank 5. Due to it's rank being higher than the original trait's own, it immediately reflects as a success. He gets 4/4 as his success rate. Since both pools are now over the success rates of the opposing pools, he can deal 2 damage as per overpowering damage rules.''
 
If it is a pilot trait of a different type, you can add dice over the maximum die score - This allows you to roll one die of each such pilot trait, under their own ranks.
 
''Example: Paorou has a morale trait - Intimidating rank 3, that he wants to use with his hybrid morale attack. His pilot dice pool success rate was 10/10, but his function's dice pool was at 4/10 - he needs just one more success to overcome the opposing success rate of 14 to deal damage. He may then roll one more die under rank 3 in order to meet that requirement.''
 
====''Passive Function Assist''====
 
When using defense or assault, you may have passive defense/s or offense/s that grant bonuses to your combat functions. Passive Defenses only work with Defense Functions and Passive Offenses only work with Assault Functions.
 
Note that if these passive functions have any requirements, they must be met prior to applying bonuses. They can also only be activated
 
Provided the passive function is higher ranked than your most relevant trait's function, you may raise the rank of your primary mecha function by one. This can only be done once in a combat round.
 
''Example: Paorou's Beam Cannon is a rank 2 assault. His Passive Offense Perception Drones are ranked 4. He opts to use their bonus to raise his assault to rank 3, but can no longer use this option for his defense at the latter half of the combat round.''
 
When using a passive function with a lower or equal rank than your most relevant function - you may opt to re-roll an extra die under it's the most relevant trait's rank counted within the maximum dice of the mecha die pool.
 
''Example: Paorou has 2 passive offense traits, Drones at rank 2 and Point Defense Cannons at rank 3. He only got a 4/6 success rate with his Rank 3 Beam cannons. He can re-roll 2 dice under the rank 3 beam cannon trait. He rolls a 2 and a 4, so his success rate is now 5/6.''
 
Regardless of whether a passive trait is lower or higher than a combat function, you may opt to add an extra roll aiming for under it's own rank outside the bounds of the maximum dice.
''
Example: Paorou's assault beam cannon provided a success rate of 5/5. He needs another success and so rolls an extra die under his passive offense perception drones rank 3. He gets a 2, and so gets another success on top of the 5.''
 
----
===='''Non-combat Function effects'''====
 
* '''PASSIVE RESTORE''' - Uses Passive Pilot Trait. Total successes must surpass current armor/energy to restore one point. In the case of 'both' subtype - each dice pool must be allocated to surpass armor and energy. (Mecha is allocated to repair armor, pilot is allocated to restore energy, etc.) The success of one dice pool means it's allocated stat is restored by one point.
Passive Restore does not use up the turn but must be used prior to any other function.
 
-  ''Example: Jack Shade has Passive Restore Function Nano-interface rank 2 for both Armor and Energy. He has 2 life and 3 energy left. He assigns his passive pilot trait Paranoid Lookout rank 4 on Armor and his Passive Restore Function to energy. He gets 4/5 and 2/5 respectively. This means he regains armor but doesn't regain Energy.''
 
*'''SCENARIO ATTACK''' - Uses Assault Trait, and Possibly Morale if converted to morale or morale hybrid. The opponent may counter using defense rules outlined in COMBAT MECHANICS below. Overcoming the target's total defense success (by at least one point, since equal means successful defense.) means you deal one damage. However, overcoming both of the target's dice pools with your own respective dice pools means you deal 2 damage, as per overwhelming damage rules.
**In the case of Morale Attack, the overcoming a defense means you've deducted the target's morale by 1. Overcoming both of the target's dice pools reduces their morale by another point.
**In the case of Energy Attack, the energy lost after overcoming a defense is dependent on the total number of successes over the opponent's own.
 
-  ''Example: Captain Nic has Energy SCENARIO ATTACK function ECM torpedoes rank 3. He targets an enemy ship with 6 energy. Using his Pilot Attack Trait Cunning Stroke 4 in conjunction with his ENERGY Scenario Attack rank 3, he rolls 4/6 and 3/6, respectively while his opponent rolls 2/6 and 3/6 as defense. Captain Nic overcame his opponent's defense by 2, and so the opponent loses 2 energy points.''
 
*'''SUPPORT (Any)'''- Affected by support pilot trait, and possibly morale. Your total success must overcome the armor/energy/morale of your target. (by at least one.) Overcoming it assures the restoration of one point.
**In the case of Armor, If both dice pools used in the support overcome armor, you restore 2 armor instead of one.
**In the case of Energy, the number of successes over the target amount restore that much energy up until the target's maximum default energy. (determined at mecha creation.)
**In the case of Morale, If both dice pools used in the support function overcome armor, you restore 2 armor instead of one.
 
-  ''Example: Jack has a MORALE SUPPORT FUNCTION (Other) Heroic Song Emitter 3. He decides to empower Norman's 0 morale score, and uses his Morale Pilot Trait 'Boisterous Cheer' 3. He rolls 2/4 for pilot and 3/4 for mecha. Seeing as both have overcome 0, Norman's morale is increased by 2, so he now has 2 morale.''
 
*'''SET UP/TRANSFORM''' - Affected by one pilot trait of the player's choice. (Decided at mecha creation) no further bonus pilot traits or functions can assist in transformation. To succeed in transformation, the successes must meet at least half the LOCKED Trait/s's cost. Transformed units cannot make any counterattacks or defense movements after a successful transformation. Meeting the whole cost of the LOCKED Trait/s overcomes this. Not meeting even half means the transformation has failed, but the mecha can still use counterattacks or defense functions for the next enemy phase.
 
-  ''Example: Arachnion has a LOCKED SCENARIO ASSAULT Hi-Mega Cannon Multi-target +1 at rank 5 which costs 14 SP. His SET UP Mega Cannon function is at rank 3, and his chosen pilot trait is his PASSIVE Worry at rank 5. He rolls 6/7 and 3/7, a total of 9 successes. He can use his hi-mega cannon next turn, but cannot make any counterattacks or defenses for this next turn.''
 
==='''COMBAT MECHANICS'''===
This section deals with the combat round and the functions used.
This section deals with the combat round and the functions used.


A Combat round is called when a player declares an attack on a target. This attack can only be in the form of an Assault. If a unit does not have an assault function, it cannot call combat on it's turn.
A Combat round is called when a player declares an attack on a target. This attack can be in the form of an Offense, Morale, or Energy Attack. The person calling combat is called Attacker, and the target is called Defender. Combat is divided into two 'rounds', with the attacker attacking the defender first, and the defender choosing between gaining a defense bonus from total defense, or defending and then counter-attacking.


===='''Attacker'''====
====Attacker====
The Attacker first sees what pilot skills, traits or bonuses he has for this offense function (seishin, add-ons, modifications, etc.) and combines them, coming up with a total number of 6-sided dice for his attack roll. He then rolls these dice and counts how many of them fall under the offense function's rank. This is his attack success rate.


The COMBAT round begins with the attacking character using an ASSAULT function as per the Using functions rules above. The Defender must then perform a defensive move, either by PASSIVE DEFENSE, or by allocating his counter-action as a pure DEFENSE. Otherwise, the target is defenseless, and you deal 2 damage by default.
The Defender has to decide if he wants to counterattack or to go total defense. If he decides to go total defense, he can choose to get an extra die for his defense roll, or to reduce damage by one in case the attack goes through. If he decides to counter-attack, he doesn't get such bonuses, but gets a chance to strike back at his opponent during the turn.


Overcoming the opponent's total defense means you already deal 1 damage to the target. This initial damage can be increased with the special effect 'Increased Damage'.
After making his decision, the defender rolls the total number of 6-sided dice he can get from total defense or any other bonuses and counts how many of these dice fall under his chosen defense function's rank.


Now, if you compare your individual dice pools with your opponent's and find that you have overcome both of them, you may deal OVERWHELMING DAMAGE. This means you deal an extra one damage to your target. This is unless the trait has a special effect called Improved Critical, which adds damage for performing overwhelming damage.
Overcoming the defender's total defense means the attacker deals base damage to the target. By default this is one armor point. This initial damage can be increased with the special effect 'Increased Damage'. Having double or more means the attacker has achieved critical.


*In the case of an opponent with counterstrike, the roles are reversed. The Defender will attack the Attacker first, and he will be forced to use Passive Defense, if available.
* In the case of Hybrid Morale/Energy attacks, you have to roll two different attack rolls against one defense. One deals damage to armor, and is called the offense attack roll, the other is called the morale/energy attack roll, depending on the secondary. The two attack rolls are independent from each other. You may not have dealt damage to armor but you reduced his morale, etc.
* In the case of multiple targets, the attacker must use the same attack roll success rate and compare it with each individual target's defense roll success rate. He then deals damage to the targets who have failed against his attack roll.
* In the case of an opponent with counterstrike, the roles are reversed. The Defender will attack the Attacker first, and he will be forced to use Defense first, if available.


After calculating this, you have reached the 2nd half of a combat round.
After calculating this, you have reached the 2nd half of a combat round.


* If the opponent's Armor Points are Zero or less, he may no longer make his counterattack, and is destroyed. Combat Ends.
* If the defender's Armor Points are Zero or less, he may no longer make his counterattack, and is destroyed. Combat Ends.
* If the opponent's morale has reached -5 or less, he does not perform a counterattack and escapes from battle. Combat Ends.
* If the defender's morale has reached -5 or less, he does not perform a counterattack and escapes from battle. Combat Ends.
* If the opponent still has armor and enough morale, he may perform a counterattack in the form of an Assault or a Passive Offense function. It is then your turn to perform a Defense in the form of Passive Defense. If you have no such function, you are considered defenseless and take 2 damage by default.
* If the defender still has armor and enough morale, he may perform a counterattack. It is then your turn to perform a Defense.
 
After this,
* if you have 0 armor or less, your unit is destroyed.
* if you have -5 morale or less, your pilot pulls out of battle.
* if you still have armor and morale, your unit survives and it's turn is used up.
 
===='''Defender'''====


If the attacker is the opponent, calling combat during the enemy phase, you have the option of defending or counterattacking.
====Defender====
If the you are attacked during the enemy phase, you are the defender. The attacker is the opponent, calling combat during the enemy phase. you have the option of total defense or counterattacking. If you have chosen total defense, you gain bonuses to defending against an attack, but cannot counterattack.


Defending allows you to mainly use a DEFENSE function rather than a passive defense, which can only be used for assist bonuses. However, you can no longer counterattack using an ASSAULT. You can still use a PASSIVE OFFENSE as your counterattack, if available.
Counterattacking allows you to use an attack function after the opponent has attacked. You choose an offense function and roll an attack roll. It is the attacker's turn to make a defense roll. Unlike you he does not have the option of gaining bonuses from total defense.


Counterattacking allows you to use an ASSAULT function after the opponent has attacked. However, you must only rely on your PASSIVE DEFENSE if available.
After this:
 
* If the attacker's Armor Points are Zero or less, he is destroyed.Combat Ends.
Being the defender, your roles are reversed when compared to the attacker mechanics above; However, using a counterstrike ASSAULT function will undo this.
* If the attacker's morale has reached -5 or less, he escapes from battle. Combat Ends.
 
* If the attacker still has armor and enough morale, combat end, and his turn is used up.
A person who has not yet been attacked during the enemy phase, may opt to defend your unit. In this case, the user literally takes your position during the first half, including taking damage to armor, morale or energy. You may counterattack as normal after.
 
===='''Round Conclusion'''====


===='Round Conclusion'====
* After both sides have performed their functions, combat round is over.
* After both sides have performed their functions, combat round is over.
* Add morale to all concerned units if a condition is met.
* Add morale to all concerned units if a condition is met.
* GMs may want to assign points if they have character/mecha growth in mind. See next section - UPGRADING AND IMPROVING for more details.
* GMs may want to assign points if they have character/mecha growth in mind. See next section - UPGRADING AND IMPROVING for more details.


===='''Example of Combat'''====


----
===='''Here is an example of combat:''====
''Pilot Paorou with the traits:''
''*PASSIVE Daydreaming 2''
''*ATTACK Posing 5''
''*ATTACK Angry 3''
''*Gains +1 Morale For taking damage.''
''Mecha BIG-THING-01 with the traits:''
*''Armor 3''
*''Energy 2''
*''PASSIVE DEFENSE Deflector armor 2''
*''ASSAULT Punch 2''
*''1MOR ASSAULT Really Strong Punch 4''
'''''VS.'''''
''
Pilot Derpman with the traits:''
*''Passive Harp-playing 1''
*''Defense Darting back and forth in his seat 4''
*''Attack picks his nose 2''
*''Gains+3 MOR at the start of battle.''
''Mecha D3RPS with the traits:''
*''Armor 3''
*''Energy 5''
*''PASSIVE DEFENSE Flyin' 1''
*''1EN DEFENSE Flyin' faster 4''
*''2MOR ASSAULT Shootan' 4''
'''''Turn 1: Paorou's phase'''''
'''''Paorou attacks Derpman with PUNCH and starts narrating:'''''
''"Paorou angrily pushes his maneuvring sticks forward and poses in his cockpit, stubbing his thumb. With all the pent up rage in him, he shouts for his Robot to attack with a strong punch, pressing the buttons madly. the BIG-THING-01 lunges at D3RPS and makes a gigantic robot fist!"''
'''''The GM gives him 10 dice to use, and makes RAGE the most relevant pilot trait. Paorou uses multiple trait bonus on his pilot dice pool - ensuring one success. He rolls 4(+1)/5 for pilot dice pool and 2/5 for mecha dice pool. This gives him a total of 7 successes.'''''
'''''Derpman says he'll go for Total Defense, uses up 1 energy point, and counter-narrates:'''''
''"D3RPS is fast and takes to the air, narrowly evading the punch. He begins to rock back and forth in his pilot seat, making dramatic gestures as he moves back and forth wildly in his cockpit. The D3RPS makes a back flip in the air, giving Paorou the finger as it makes a wild pose."''
'''''The GM gives him 10 dice. Derpman decides to use the Passive function's assist to add an extra die outside the maximum dice of 5. He rolls 4/5 for pilot, 3/5 for mecha. His extra die doesn't succeed. Since it's an exact 7, no damage goes through and the defender is safe.'''''
'''''Combat is over, and no more units can move on Paorou's side.
Turn 1: Derpman's phase'''''
'''''Derpman decides to attack Paorou with his shootan' function. He narrates:'''''
''"D3RPS makes a wild barrel roll, then Derpman picks his nose. It suddenly nosedives towards Paorou, as a hail of bullets rain upon the target."''
'''''The GM gives him 4 dice to roll. Derpman rolls 2/2 and 2/2.'''''
'''''Paorou decides to counterattack with Punch, so he uses a passive defense to avoid damage. He then narrates:'''''
''"Paorou is thinking about how cool it would be to be lying on the grass and blogging on the net at a time like this, while bullets impact against his deflector armor. He makes a weird smile as he remembers his childhood."''
'''''The GM gives Paorou 4 dice, but Paorou only gets 1/2 and 0/2. He suffers 2 damage due to overwhelming attack, reducing his armor to one.'''''
'''''Paorou grits his teeth and narrates his actual attack:'''''
''"Paorou snaps out of it and finds out that his robot has been reduced to the RED ZONE. this makes him seethe with anger and he makes a marvelous pose, signifying his justice. He then presses buttons FABULOUSLY, making the robot prance freely through the air like a bird, and land a powerful punch."''
'''''The GM decides to give Paorou 8 dice. He also tells Paorou that his main Pilot trait will be Posing. Paorou decides to use the multiple pilot trait to grant an extra die on top of the 5 maximum. Paorou rolls 4/4 + 1 for pilot and 3/4 for mecha.'''''
'''''Derpman breaks in a cold sweat and narrates his defense:'''''
''"Oh shi, says Derpman as he flies through the skies. He hopes his boosters can make it and avoid the attack, and so plays a harp for good luck."''
'''''The GM grants him 6 dice for effort. He rolls 0/6 for both dice pool. He then suffers the loss of 2 armor points due to overwhelming damage rules.'''''
'''''Combat Round Ended. Paorou has taken damage so he gains 1 Morale Level. Derpman has no more units that can act this turn.
TURN 2: Paorou's Phase'''''
'''''Paorou uses his 1MOR Assault Really big Punch. He narrates:'''''
''"Paorou decides to end this ONCE and FOR ALL. Making a great pose, he unlocks the ultimate big huge fist hidden in his robot - making it spin wildly as he makes the Saturday night live stance. His anger, passion, tears and sexy time are all poured into this one attack. With a roar of FURY, the fist streaks through the skies!"''
'''''The GM decides to give him 12 dice, and assigns RAGE as Paorou's main pilot trait. Paorou decides to use the multiple pilot trait and use POSE rank 5 as an ensured success die. He rolls 4(+1)/6 and 4/6, a total of 9 points.'''''
'''''Derpman decides to use total defense. He narrates:'''''
''"Not going to be outdone by a gigantic fist, Derpman begins to throttle around his pilot seat, wildly maneuvering his machine out of Paorou's way. He begins to yell in annoyance and the D3RPS' boosters burn to their full capacity, the huge pillar of smoke making him seem like a rocket taking off."''
'''''The GM gives him 12 dice, and Derpman uses the passive defense function assist as an extra die outside the defense roll's maximum dice score. He rolls 4/6 and 4/6, but his extra die doesn't pass.'''''
'''''Paorou deals one last damage to D3RPS, destroying it. The GM lets Paorou do the honors of narrating how he defeated his foe, and he concludes it with:'''''
''"The large punch was too fast, however, disintigrating metal on impact. With a final pose, the D3RPS was reduced to a pillar of flame. Paorou's mecha was seen walking out of the explosion as a menacing black silhouette."''
''''''Paorou wins the battle, since Derpman has no more units on the battlefield.
----


===Battle Conclusion===
===Battle Conclusion===
By default, a Battle concludes in your victory when there are no more enemy units on the battlefield. Whether you do this by demoralizing the opponents, or by plain destroying their robots, or by forcing them to surrender - is up to your mecha's abilities.
By default, a Battle concludes in your victory when there are no more enemy units on the battlefield. Whether you do this by demoralizing the opponents, or by plain destroying their robots, or by forcing them to surrender - is up to your mecha's abilities.


 
[[Category: Homebrew Settings]][[Category:Homebrew Rules]]
----
[[Category: Homebrew Settings]]

Latest revision as of 23:47, 22 June 2023

Super Robot Taisen Iwaku or スーパーロボット大戦曰く (lit. Super Robot Wars Story) is a homebrew system and setting made by Paorou-sama, with the core system borrowing heavily from Dan Bayn's Wushu like most of his games.

The game involves the use of piloted robots called 'mechas' in battles, inspired from mecha anime like Gundam, Evangelion, old 70's robot shows, and even western ones like Battletech and Warhammer 40k's Titans. The setting revolves around the planet 'Iwaku' and the various factions, both local and extraterrestial.

Setting[edit]

Main article: Iwaku Prime

The Setting was made to revolve around the default setting of the planet Iwaku Prime of the Iwaku System, the 2nd planet orbitting the sun of 'Genesis', which they renamed Iwaku as they traded with extraterrestial traders.

Character Creation[edit]

First, you are given a number of starting points for both your character and mecha. For entry level games, 30 points is advised.

You must then divide it between PILOT and MECHA. Depending on what kind of game it is, you can choose to allot more points into pilot, making him a better pilot with whatever mecha he's given. or put more into mecha, if you don't expect to switch around too much. It is recommended just to split it in half.

Creating a Pilot[edit]

Typically, points allocated to pilots roughly indicates their skill level.

  • 0-5 points - Completely dependent on the machine. (Some kind of A.I. or autopilot)
  • 6-15 points - Rookie/Grunt
  • 16-25 points - Veteran /Competent Pilot
  • 26-35 points - Ace Pilot
  • 35+ points - Legendary Pilot

They have the following stats with these default values:

  • Morale Level 0 - Represents the current morale of your character. At -5, your character can no longer fight and flees the battle.
  • Morale Gain - Represents how your character gains morale in battle by default. You have one free morale gain at character creation.
  • Defensive 1 - Represents Defensive capability. Score represents number of dice produced for Defensive Functions.
  • Offensive 1 - Represents Offensive capability. Score represents number of dice produced for Offensive Functions.
  • Morale 1 - Represents Capability with Morale. Score represents number of dice produced for functions that reduce or raise morale.
  • Repair 1 - Represents Capability with Supportive activities. Score represents number of dice produced for functions that repair armor or restore energy.
  • Traits - Traits represent specific items/features/abilities your pilot has that activate on specific situations/functions. These come in the form of extra dice, and are an optional means to further customize your character. See trait creation below for more information.
  • Seishin - Abilities that grant various bonuses in battle. By default you can get a free 1 starting point cost Seishin ability.
  • Seishin Points 3/3 - Refers to an 'energy pool' for your seishin. Determines how many times or by how much you can use seishin in a battle.

Morale Level[edit]

Morale represents a character's willingness to fight or to perform feats he would normally not do otherwise. By default, it is at 0, representing a neutral state. This can then be raised or reduced due to various skills and conditions. It is used to grant stat benefits and more specifically, for Trait and Function Requirements.

Morale naturally rises when:

  • The Battle rages on, represented by +1 every turn... Unless the battle has a special condition or if the GM decides to scrap this rule.
  • Destroying or aiding in the destruction of 3 enemy units gives you +1 morale level.
  • Being lowered to 1/4 or to just 1 of your armor points gives you +1 morale level.
  • Being attacked 3 times, regardless of enemy's success/failure gives +1 morale level.
  • Being repaired or restored 3 times within a battle via the restore/repair function.
  • Other situations the GM mandates that raises morale.

Default morale can be increased by one at the cost of 5 starting points. However, it is advisable for GMs not to have default morale modified at character creation, and it is encouraged for GMs to simply decide a 'common' default morale on a case to case basis. (depending on mission/situation.)

Morale Gain[edit]

These are optional abilities, representing the character's inborn ability to gain morale. Adding these costs 5 points.

  • Gain +2 at the start of battle.
  • Gain +1 for the destruction of one of your allies.
  • Gain +1 for getting damaged.
  • Gain +1 for the destruction of an enemy.
  • Gain +1 for avoiding damage. (Defense/Passive Defense)
  • Gain +1 for successfully using a restore/repair function.

Beyond these, the GM decides when you gain or lose Morale. This is just your 'default' morale gaining method.

Defensive[edit]

Defensive is a piloting skill that determines the amount of dice produced when using a function that reduces or avoids damage. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score.

Offensive[edit]

Offensive is a piloting skill that determines the amount of dice produced when using a function that deals damage to armor/energy/morale. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score.

Morale[edit]

Morale is a piloting skill that determines the amount of dice produced when using a function that raises or reduces morale. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score.

Repair[edit]

Repair is a piloting skill that determines the amount of dice produced when using a function that repairs or restores energy or armor. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by paying 1 starting point to add 1 to this skill's score.

Traits[edit]

Traits are optional bonus stats that only produce bonus dice in specific situations. To create one, simply think of a pilot trait/tool he would use that isn't necessarily part of the mecha. Then, allocate it to activate on one of your mecha's functions, giving it a cost of 1 starting point for a score of 1. For each function it is added to in this way, it costs an additional 1 starting point to raise it by a score of 1.

EXAMPLE: Paorou has a special visor for sniping, which he uses for his mecha's ultimate cannon attack. Said attack is an Offense function at rank 5. Since he only uses it for this function it only costs 1 starting point to raise it to a score of one. Since he has 3 starting points left, he can raise it up to a score of 3. That means he can produce an extra 3 dice whenever he uses his ultimate cannon attack.

You can also reduce the cost of a trait by applying a morale, armor, or energy requirement. this means that these traits can only be used if the character meets a specific morale level or if he uses up armor or energy. The costs are below:

  • For every 1 morale level above 0 required for trait activation, reduce starting point cost by -1. Represented as <required level>MOR. (i.e. 1MOR)
  • For every 1 energy point removed upon trait activation, reduce starting point cost by -1. Represented as <required points>EN (i.e. 2EN)
  • For every 1 armor point removed upon trait activation, reduce starting point cost by -2. Represented as <required points>ARM (i.e. 3ARM)
  • Depending on your GM, there may be other penalties or requirements for using the trait that he/she may allow.

EXAMPLE: Paorou's visor above is actually used for 2 functions, the ultra mega cannon, and a laser rifle. That means he has to pay 6 starting points to have a score of 3 in this trait. He decides to reduce the score to 2, reducing the cost to 4. However, he's still short by one point. He decides to add a requirement of 1 morale to reduce the starting point cost to 3.

In the case of a trait linked to a function that has multiple pools (for example, a hybrid morale offense), you must decide which pool gains the bonus dice linked to the trait, prior to rolling for the function. The effects of Effort, Cheer and Accelerate only occur after this has been done.

Seishin[edit]

Seishin are pilot abilities that bestow bonuses and specific effects to help in battle. They use seishin points upon activation in battle. Unless specified in the effects, Seishin cannot be used twice in the same turn. By default, you can get a free 1 starting point for the purpose of purchasing seishin. Each seishin has a different starting point cost, seishin point use, and effect that lasts for the rest of the turn, so refer to the list below for more information:

FORMAT: Starting Point Cost - Name - Effect - Seishin Point Cost

  • 1 - Invincibility - Take no damage on your next failed defense. - 1SP
  • 1 - Flash - Automatically succeed the next defense. - 1SP
  • 1 - Analysis - The GM reveals information on the stats of a target. You gain a +1 success to offense rolls made against that target until end of turn. Can be used multiple times, but not on the same target/s. - 1SP
  • 1 - Accelerate - Gain +1 die for all your actions until end of turn. In the case of functions with multiple pools, this grants the bonus for all pools. - 1SP
  • 2 - Concentration - Add +1 success to all your defense and offense roll until end of turn. - 1SP
  • 2 - Lock-on - Automatically succeed your attacks until end of turn. If you have failed an attack roll, you may replace your success rate with a success rate equal to the opponent's defense rate plus one. - 2SP
  • 2 - Iron Wall - Take only 1 damage from each failed defense until the end of turn. - 3SP
  • 2 - Focus - Increase your own morale level by 1 point. Can be used multiple times. - 4SP
  • 3 - Intuition - Activate Lock-On and Flash's effects until the end of turn - 3SP
  • 3 - Guts - Restore 1/3 of your own armor points, rounded down. Can be used multiple times. - 3SP
  • 3 - Trust - Restore a target's Armor by 2 points. Can be used multiple times. - 3SP
  • 3 - Direct Hit - If successful, the next attack is automatically a critical. - 3SP
  • 3 - Inspire - Grant the effects of Lock-on to an ally until end of turn - 4SP
  • 3 - Hot Blood - Double the damage of your next successful attack. - 4SP
  • 4 - Luck - You may re-roll your next failed action. This is prior to any +1 successes, so you may still keep these bonuses after. - 4SP
  • 4 - Effort - You gain +5 dice for your next action. In the case of functions with multiple pools, this grants the bonus for all pools. - 4SP
  • 4 - Guts+ - Fully Restore your own Armor. - 5SP
  • 4 - Resupply - Restore a target's energy to full. Can be used multiple times. - 5SP
  • 4 - Bonds - Restore 1/2 of a target's armor, rounded down. Can be used multiple times. - 6SP
  • 4 - Vigor - Raise your morale by 2 points. Can be used multiple times. - 6SP
  • 5 - Empower - Restore an ally's Seishin points by 5. Can be used Multiple Times. - 6SP
  • 5 - Soul - Multiply the damage of your next successful attack by 2.5, rounded up. - 6SP
  • 5 - Friendship - Fully restore a target's Armor points. Can be used multiple times. - 7SP
  • 5 - Rouse - Grant the effects of Hot-Blood on an ally - 8SP
  • 5 - Cheer - Grant the effects of Effort on an ally. - 8SP
  • 6 - Courage - Activate the effects of Accelerate, Invincibility, Lock-on, Direct hit, and Hot Blood on Self - 9SP
  • 6 - Love - Activate the effects of Accelerate, Flash, Lock-on, Hot-Blood, Luck and Effort on self. - 9SP
  • 6 - Zeal - You may take another action this turn - 9SP

Seishin Points[edit]

Seishin Points are a score that represents how much Seishin you can use in a battle. Upon activation of a seishin, it's Seishin Point cost is deducted from the Seishin Point Pool. Seishin Points can be restored by other seishin, and fully restored at the completion of every battle. By default you have 2 seishin points. You can increase this by 2 points through paying 1 starting point.

Pilot Creation CONCLUSION[edit]

Example: Let's say I made a pilot with 15 starting points. I'll name him John.

John

  • Morale Level 0
  • Morale Gain for avoiding damage (5)
  • Defensive 5 (4)
  • Offensive 3 (2)
  • Morale 1 (0)
  • Repair 1 (0)
  • Trait: Sarcastic Remarks 2 - (Defense Function - Maneuver) (2)
  • Seishin:
    • 1 - Accelerate (1)
    • 1 - Analysis (0)
  • Seishin Points 4/4 (1)

(Total: 15)

Creating a Mecha[edit]

The starting points given to your Mecha give an idea as to how powerful the machine is.

  • 0-5 points - Crappy machine miraculously held together by the pilot's skill.
  • 6-10 points - Not suited for combat/Scout
  • 11-20 points - Entry Level Battle Mecha
  • 21-30 points - High-end Battle Mecha
  • 30+ points - Experimental, Heavily Customized or Extremely Souped-Up Mecha

Mechas have the following default stats and values :

  • Armor 1 - Represents the mecha's 'life'. The unit is destroyed if this reduced to zero.
  • Energy 0 - An optional stat representing the mecha's fuel/ammunition/special energy source stocks. Mainly used for Function and Trait requirements.
  • Functions - A mecha's options/actions for one turn depend on his Functions. These are usually built from scratch from the section below, but you have 2 functions by default.
    • Offense Function 1 - This represents a default, weak attack, such as the robot's flailing limbs. You have to roll a 1 to count a success when using this function. This can be further upgraded as per Offense Function instructions below.
    • Defense Function 1 - This represents a default, weak defense, such as rudimentary armor. You have to roll a 1 to count a success when using this function. This can be further upgraded as per Defense Function instructions below.
  • Modifications - Represents features and bonuses your mecha can grant in specific situations.

Armor[edit]

Armor represents how much solid hits your mecha can take after they have bypassed your defenses. By default, a Mecha has 1 armor. This means if 1 hit gets through to it, it gets reduced to zero - which means your mecha is out for the battle (see combat resolution below). You can raise this by paying one starting point to grant 2 additional armor. Every point spent this way increases it by another 2. For an idea of what armor represents:

1-4 is lightly armored. 5-9 is average. 10-15 is heavy. 15+ is usually already a battleship or something that large.

Energy[edit]

Energy represents special munitions, fuel, etc. Reserved for functions which have an energy requirement. Running out of energy simply means you can't use those functions any more. By default, all mechs have a score of 0 to represent this abstract, combined idea. Expending one starting point raises it by 3, 2 starting points raises it by 6, 3 starting points raises it by 9 and so on and so forth.

Functions[edit]

Mechas also have traits called FUNCTIONS. These are basically the actions a mecha can use in battle. and are ranked from one to 6, with 6 being the most effective. Here is a list of the general ideas for the Functions:

Think of what your mecha can do. Does it have cannons? Does it fight in melee? Does it have nanomachines? Does it have an alternate form? Just like pilot traits - functions give a general idea of your mecha's abilities. A good way to start is to write down the abilities of your mecha in a broad fashion. (or a very specific one, if thats your taste.)

Then decide what type of function it falls under:

  • DEFENSE - Abilities/Properties/Equipment that work to avoid attacks, be it armor, high-speed maneuvers or barriers.
    • ABSORB - A function that uses the robot's repair/self-regeneration to aid it's defenses. Allows the use of the Repair Pilot skill to bolster the unit's defenses.
    • MORALE DEFENSE - A function that uses the pilot's will to directly affect his defense, be it through intimidating his opponent or through manifesting his indomitable spirit through his mecha. Allows the use of the morale pilot skill to aid in defense.
  • OFFENSE - Abilities/Properties/Equipment that work to deal damage, be it guns, swords, magic or beam cannons. Due to the sheer amount of modifications one can have for Offense, only the basic, common subtypes will be placed here. Refer to offense section below for add-ons.
    • HYBRID MORALE OFFENSE - A function that deals damage to armor and morale. May represent an intimidating, horrific attack.
    • HYBRID ENERGY OFFENSE - A function that deals damage to armor and energy. May represent a nuclear bomb with an EMP burst.
    • MORALE AIDED ATTACK - A function that allows the use of the morale pilot skill to aid in his attack. For example, a will-powered final move.
  • MORALE - Functions that manipulate Morale. an inspiring song that awes opponents and empowers allies, for instance.
    • MORALE ATTACK - a function purely used to lower morale. An intimidating look over comms, for instance.
    • MORALE RAISE - a function purely used to raise morale. A cheer for your comrades, for instance.
  • REPAIR - A Function that restores Armor. For instance, you have nanomachines that can travel over the air.
    • REPAIR SELF - A Function that restores your own Armor. For instance, you have a backup repair module.
    • REPAIR OTHERS - A Function that restores other allies' Armor. For instance, you have tools for repairing others.
  • ENERGY ATTACK - A purely offensive energy function. For example, an aimed attack to the opponent's energy cells.
    • DRAIN - An offensive energy function that slightly replenishes your own energy. For example, a wired pod that drains and transmits electricity.
  • RESTORE - A function that restores energy. For example, you brought extra energy cells.
    • RESTORE SELF - A function that restores your own energy. For example, you have a backup energy module.
    • RESTORE OTHERS - A function that restores other allies' energy. For example, your mecha carries ammunition for others.
  • SETUP/TRANSFORM - A function which allows you to 'unlock' another function you normally could not have afforded with your starting points. Can only be aided by traits specifically made for this.

By default, you have an OFFENSE at rank 1, and a DEFENSE at rank 1. Feel free to modify these further.

REQUIREMENTS[edit]

Each individual Function has the option of adding requirements to lower their cost. Most functions also need to have requirements to unlock the higher to maximum ranks.

These are the universal requirements:

  • For every 1 morale level above 0 required for trait activation, reduce starting point cost by -1. Represented as <required level>MOR. (i.e. 1MOR)
  • For every 1 energy point removed upon trait activation, reduce starting point cost by -1. Represented as <required points>EN (i.e. 2EN)
  • For every 1 armor point removed upon trait activation, reduce starting point cost by -2. Represented as <required points>ARM (i.e. 3ARM)
  • Depending on your GM, there may be other penalties or requirements for using the trait that he/she may allow.

These requirements can be used for any function below:

DEFENSE[edit]

Refers to a function that works to avoid or reduce damage with the use of a defense roll. It works by rolling a number of 6-sided dice equal to the pilot's defensive skill, and counting how many dice fall under this Function's rank. This number must then be equal to or over the opponent's attack success rate to completely avoid damage. If you are attacked during your enemy's phase, you have the option of using Total Defense rather than Counter-attack, which grants you either +1 die to your defense roll or by reducing the damage received by one.

Base Cost: Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 starting points to rank up to 5 and then 6. Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 5 or above defense function.

EXAMPLE: Your mecha has a retractable energy shield, which can be turned on or off. This can be a rank 3 defense with a cost of 3 starting points.

Add-ons:

  • ABSORB/ REPAIR DEFENSE - Add the repair pilot skill to your defense rolls. Cost: Value equal to half the function's base cost. (It's rank cost without addons.)
  • MORALE DEFENSE - Add the Morale pilot skill to your defense rolls. Cost: Value equal to half the function's base cost. (It's rank cost without addons.)
  • REDUCE DAMAGE - If it fails the defense roll, the function reduces the received damage by 1. Cost: 3 starting points.
  • CRITICAL DEFENSE - If the opponent succeeds his attack roll against this function and is able to deal critical damage, reduce damage equal to his critical damage. This means an overwhelming attack's bonus damage is reduced to half. Cost: 3 starting points.
  • SUPPORT DEFENSE - Provided you have not yet been targeted or attacked this turn, you may defend an ally with this defense function. For the defense portion of the combat round your unit literally takes the place of the ally's unit, and you will take damage if you fail the defense roll. Cost: 1 Starting Point.
  • TOTAL DEFENSE - This Defense can only be used with the Total Defense Command. You may not use this defense when counter-attacking or during the defense portion of your attack. Cost Reduction: Reduce starting point cost by half the function's base cost. (It's rank cost without addons.)

OFFENSE[edit]

Refers to a function that deals damage to a target's armor. It works by rolling a number of 6-sided dice equal to the pilot's offensive skill, and counting how many dice fall under this Function's rank. This number must then surpass the opponent's defense success rate to deal at least one damage. If your successes are double or more than the opponent's own, you deal CRITICAL DAMAGE, which is another point of damage by default. If your attack's successes is triple or more than your opponent's defense you deal CRITICAL DAMAGE once more, which is by default, another point of damage. This is called an Overwhelming Attack. An opponent who has no successes during his/her defense is considered defenseless, and you deal overwhelming damage by default.

OPTIONAL RULE: If the total numerical results on your dice are higher than your opponent's dice, but you have just performed an overwhelming attack, The opponent is instantly destroyed (No more damage calculations) by an Anomalous Paradox. This represents the unstable and surprisingly violent nature of the RB Particle in Iwaku's Orbit.

If you are attacked during the opponent's phase, you may use an offense function as a counter-attack. This basically means you can damage the opponent during their own phase.

Base Cost: Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 to rank up to 5 and to 6. Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 5 or above offense function.

EXAMPLE: Your mecha has a powerful, tracking laser cannon. It can be best reflected as an EN1 Rank 5 Offense Function.

Add-ons:

  • HYBRID MORALE - The attack now deals damage to morale as well as armor. This works by rolling two attack rolls, one using the offense skill and the other using the morale skill, both rolling under this function's rank. The offense skill attack roll works as a base offense function, complete with critical damage rules. If the morale skill attack roll overcomes the defense, the opponent loses one morale point regardless of success rate. However, the morale attack roll is completely independent of the offense attack roll - it can still deal morale damage when the normal offense has failed. Cost: Value equal to the function's base cost. (It's rank cost without addons.)
  • HYBRID ENERGY - Reduces opponent's energy by 1 if the attack roll is successful. Cost: Value equal to half the function's base cost. (Rank cost without addons.)
  • MORALE-AIDED - The attack roll now includes morale skill to increase the dice of the armor attack roll. Cost: Value equal to half the function's base cost. (Rank cost without addons.)
  • COUNTERSTRIKE - The usage of this attack takes precedence when assaulted during the opponent's turn. Cost: 2 starting points.
  • MULTI-TARGET - The attack allows the addition of another target for your attack roll. The single attack success rate as a result of the roll is compared with the defense rates of each individual target. The additional targets beyond the 'primary' one may only use total defense command if they do not have a support attack - by default, only the primary target can attack during the defender's combat round. If the primary target has an ally Support Defend him/her, it gets to avoid damage as per support defense rules. Cost: 3 starting points per additional target.
  • LONG-RANGED - When used during your phase, the opponent cannot use the counter-attack command unless he uses a function similarly modified with the Long-ranged add-on. Cost: 5 starting points.
  • STUN - If the attack successfully hits, the target cannot take any further actions for the rest of the turn. They may only make defense rolls when attacked. Cost: 4 starting points.
  • INCREASED DAMAGE - Increases base damage done by this attack by +1. Cost: 3 starting points for each iteration.
  • IMPROVED CRITICAL - Increases Critical damage done by this attack by +1. This is doubled when the unit achieves Overwhelming attack. Cost: 2 starting points for each iteration.
  • SUPPORT ATTACK - Allows you to attack in place of an ally with this function, provided you have not yet attacked or used a function that expended your turn. This can be used when your ally has gone with the total defense command. Cost: 1 starting point.

EXAMPLE: For instance, your mecha has a machine gun he can quickly use for strafing, always firing first. It falls under an Assault Function with Counterstrike at rank 2, which costs 4 starting points. (2 ranks in attack and another 2 for counter)

MORALE[edit]

Refers to a function that can raise or reduce morale level. It works by rolling a number of 6-sided dice equal to the pilot's morale skill, and counting how many dice fall under this Function's rank. These dice are called successes, and their number is the morale success rate. The effects then depend on the target:

  • In the case of opponents, this calls combat - the opponent can defend and then counter-attack. You might have to perform a defense roll as well. This number must then surpass the opponent's defense success rate by at least 1 success to reduce his morale by one. If your successes are double or more than the opponent's own, you reduce his morale by 2 points. This is called a MORALE ATTACK.
  • In the case of allies, This number must then surpass his current morale level to increase it by one. If all of your dice are successful, you raise it by 2 instead. This is called a MORALE RAISE.

Base Cost: Costs 3 starting points to raise the rank up by one, until rank 4, and costs 4 starting points to rank up to 5 and then 6. Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 4 or above morale function.

Add-ons:

  • MORALE ATTACK - Convert your morale function to purely affect opponents. Cost Reduction: Reduce this function's cost by half it's base function value, rounded down.
    • MULTI-TARGET - The attack allows the addition of another target/victim for the morale attack roll. The single attack success rate as a result of the roll is compared with the defense rates of each individual target. The additional targets beyond the 'primary' one may only use the total Defense command if they do not have a support attack - by default, only the primary target can attack during the defender's combat round. If the primary target has an ally Support Defend him/her, it gets to avoid morale damage as per support defense rules. Cost: 3 starting points per additional target.
  • MORALE RAISE - Convert your morale function to purely affect allies. Cost Reduction: Reduce this function's cost by half it's base function value, rounded down.
    • MULTI-TARGET - The attack allows the addition of another allied target for the morale raise roll. The single attack success rate as a result of the roll is compared with the morale level of each individual target. Cost: 3 starting points per additional target.
  • LONG-RANGED - The opponent cannot use the counter-attack command unless he uses a function with the LONG-RANGED add-on. Cost: 5 starting points.

REPAIR[edit]

Refers to a function that restores armor. It works by selecting a target, then rolling a number of 6-sided dice equal to your pilot repair skill, and counting how many dice fall under this function's rank. If you overcome the the target's armor with your success rate, you have restored one point of damage. If your success is double the target's armor, restore two points of armor.

TRANSFORM/SET-UP[edit]

Refers to a function that allows the creation and 'unlocking' of additional pre-determined function/s that would have otherwise not been available with your starting points. This could be a cannon that requires a turn dedicated to set-up, or a second form that requires a transformation sequence.

It works with the creation of a function, or a number of functions and then calculating the starting costs.

- You may reduce the cost of the locked function by marking one of your existing functions for removal upon transformation. Place this under your Locked Function and mark as Remove. Deduct the starting points spent for the creation of this trait from the cost of your locked function/s costs.

EXAMPLE: that the above net is still too expensive. You decide that the transformed mode loses a DEFENSE function, your retractable shield at rank 3. You decide to remove it, lowering the LOCKED cost by about 3 points. This reduces the SP cost for each rank of the Transform function to 2 SP up until rank 4, and double for 5 and 6. You now only need 5 successes to transform.

- Transforming can be undone starting on the next turn. It counts as a function similar to transform, which uses up the turn, but automatically succeeds, returning the allowed use of REMOVED functions and reverting LOCKED functions.

Recap for Function Costs[edit]

Mecha Creation CONCLUSION[edit]

By default, your mecha has a Passive Defense function at rank 1. This represents either natural mobility or ability of your mech to deflect blows. Ranking up to rank 2 and beyond is as normal. You can choose to get rid of it and gain an additional starting point to be used for the creation of other functions.

Example: Let's say you have 10 starting points. Let's make a mecha with what we've learned so far.

John's Akenaton

  • Armor 3 - 1SP
  • Energy 5 - 1SP
  • PASSIVE DEFENSE - High-Mobility Movement Rank 3 - 4 SP (-2 due to default bonus)
  • DEFENSE (1EN) - Last Minute Burst - 4 - 2SP
  • ASSAULT - Strafing Run - 2 - 2 SP
  • ASSAULT (2MOR 1EN) - Dive bombing - 5 - 0SP

Total used - 10SP

You can also just take some pre-made Mechas from the setting here: Unity Charter Mechas

Gameplay Mechanics[edit]

The primary method of resolving problems in this game is by selecting a function, then rolling a number of dice equal to the relevant pilot skill's score (depends per function and add-on) and counting how many of those dice fall under or on the function's rank. These dice are called successes/successful dice and their count is called a success rate.

If your success rate beats a difficulty score or an opponent's success rate - your function has succeeded. If not, it has failed.

Depending on the function type, the number of successful dice over your opponent's have specific effects, such as criticals and double restoration. These have been detailed in the functions themselves.

Battle Turns[edit]

In SRW Iwaku, the battle rules mainly cover missions, otherwise called battles. Actions in battles are organized into turns.

Turns are split in 2 phases.

  • Your phase
  • Enemy phase

After the Enemy phase ends, a new turn begins with your next phase.

Moves during your Phase[edit]

During your phase, a unit can use seishin (provided you have it) then, you can make one move in the form of your functions - either an Offense, or one of any other function (besides defense) you have. As soon as your unit uses up his move, you move on to the next allied unit, until you haven no more allied units to control.

Then the enemy's phase begins.

The enemy phase is the same as your phase, except the opponent's units perform their moves.

COMBAT MECHANICS[edit]

This section deals with the combat round and the functions used.

A Combat round is called when a player declares an attack on a target. This attack can be in the form of an Offense, Morale, or Energy Attack. The person calling combat is called Attacker, and the target is called Defender. Combat is divided into two 'rounds', with the attacker attacking the defender first, and the defender choosing between gaining a defense bonus from total defense, or defending and then counter-attacking.

Attacker[edit]

The Attacker first sees what pilot skills, traits or bonuses he has for this offense function (seishin, add-ons, modifications, etc.) and combines them, coming up with a total number of 6-sided dice for his attack roll. He then rolls these dice and counts how many of them fall under the offense function's rank. This is his attack success rate.

The Defender has to decide if he wants to counterattack or to go total defense. If he decides to go total defense, he can choose to get an extra die for his defense roll, or to reduce damage by one in case the attack goes through. If he decides to counter-attack, he doesn't get such bonuses, but gets a chance to strike back at his opponent during the turn.

After making his decision, the defender rolls the total number of 6-sided dice he can get from total defense or any other bonuses and counts how many of these dice fall under his chosen defense function's rank.

Overcoming the defender's total defense means the attacker deals base damage to the target. By default this is one armor point. This initial damage can be increased with the special effect 'Increased Damage'. Having double or more means the attacker has achieved critical.

  • In the case of Hybrid Morale/Energy attacks, you have to roll two different attack rolls against one defense. One deals damage to armor, and is called the offense attack roll, the other is called the morale/energy attack roll, depending on the secondary. The two attack rolls are independent from each other. You may not have dealt damage to armor but you reduced his morale, etc.
  • In the case of multiple targets, the attacker must use the same attack roll success rate and compare it with each individual target's defense roll success rate. He then deals damage to the targets who have failed against his attack roll.
  • In the case of an opponent with counterstrike, the roles are reversed. The Defender will attack the Attacker first, and he will be forced to use Defense first, if available.

After calculating this, you have reached the 2nd half of a combat round.

  • If the defender's Armor Points are Zero or less, he may no longer make his counterattack, and is destroyed. Combat Ends.
  • If the defender's morale has reached -5 or less, he does not perform a counterattack and escapes from battle. Combat Ends.
  • If the defender still has armor and enough morale, he may perform a counterattack. It is then your turn to perform a Defense.

Defender[edit]

If the you are attacked during the enemy phase, you are the defender. The attacker is the opponent, calling combat during the enemy phase. you have the option of total defense or counterattacking. If you have chosen total defense, you gain bonuses to defending against an attack, but cannot counterattack.

Counterattacking allows you to use an attack function after the opponent has attacked. You choose an offense function and roll an attack roll. It is the attacker's turn to make a defense roll. Unlike you he does not have the option of gaining bonuses from total defense.

After this:

  • If the attacker's Armor Points are Zero or less, he is destroyed.Combat Ends.
  • If the attacker's morale has reached -5 or less, he escapes from battle. Combat Ends.
  • If the attacker still has armor and enough morale, combat end, and his turn is used up.

'Round Conclusion'[edit]

  • After both sides have performed their functions, combat round is over.
  • Add morale to all concerned units if a condition is met.
  • GMs may want to assign points if they have character/mecha growth in mind. See next section - UPGRADING AND IMPROVING for more details.

Example of Combat[edit]

Battle Conclusion[edit]

By default, a Battle concludes in your victory when there are no more enemy units on the battlefield. Whether you do this by demoralizing the opponents, or by plain destroying their robots, or by forcing them to surrender - is up to your mecha's abilities.