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Stripped Gears Combat
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=Combat= Combat rounds begin by both gynoids declaring their actions for the round, starting with the gynoid with the lowest sense stat. Once all actions are declared, players roll their relevant dice pools simultaneously. Players resolve their actions in order of the widest set first, breaking ties with height, and resolving tied heights simultaneously. ==Combat Sequence== The first phase of the combat sequence happens before the fight begins. During this sequence, the gynoids may attempt to influence the crowd in their favor by rolling a non-combat performative or social skill. The team of gynoids with the largest number of dice in their total number of successes wins, and adds a number equal to their widest set + the Style or Realism of the gynoid who rolled that set to their side of the Favor Meter (explained in detail below). Additionally, before the fight begins, each Junk John may use his perception skill on one opposing gynoid. On a success that is wider than the higher of her Style or Realism, the Junk John knows her chassis and what hard point upgrades she has installed. Next, each team can make offensive and defensive actions. Each gynoid declares her maneuver for the turn in order from lowest sense to highest before rolling. Once the roll occurs, the actions are resolved depending on their specific rules, usually in order of widest to narrowest. During these turns, Junk Johns can reduce a number of dice penalties on their gynoid's actions, for a number of dice equal to their Command skill. These dice can be spread out over as many or as few turns as the player likes, and recharge at the end of the fight. Junk Johns can also use one master dice per turn in his gynoid's roll, for a number of turns per fight equal to his Tactics skill. At the end of the round, the gynoid who had the most interesting action will influence the favor meter. This continues until a pre-defined victory condition is achieved by one team. ==Attacking== Attacks work much like any skill rolls. The amount of damage is reliant on the weapon being used, and the location of the damage on the target is controlled by the height of the roll as shown on the hit diagram. Wider attacks hit first, with ties broken by height. Gynoids hit with an attack immediately lose one die from one of their sets, chosen by the controlling player. ==Defending== Using skills for defense is the same as attacking. However, each die in a successful set uses the standard gobble die rules and can cancel out opposing attacks. ==Damage== Damage comes in two varieties — shock and killing. Body parts filled with shock damage are disabled. A robot with either a torso filled with shock damage or a brain location filled with shock damage is disabled. Damage is assigned to specific locations by comparing the height of the roll to the location chart. Depending on weapon, one or both types of damage may be applied. Apply killing damage first, subtracting the armor value of the location. Fill in empty circles with Xs first, then shock damaged circles. If the location is full of killing damage, apply the remainder of the killing damage to the torso in the same manner, as well as the shock damage in the following manner. Next, shock damage is applied to any empty circles by drawing a line through them, then then to shock damaged circles. If the shock damage causes the section to fill with killing damage, any damage that overflows is done to the torso. All successful attacks do a minimum of one shock damage, regardless of armor. Skills that involve disabled limbs cannot be used. ==Modifiers== *Using an attack or defense skill on an enemy gynoid with one or more disabled limbs increases the dice pool by the number of disabled limbs. ==Favor Meter== Before the fight, have each robot roll her higher appearance stat. This is an opposed roll. The team with the highest score receives their margin of victory in favor points, to a maximum of five. The team that first fills a limb with damage receives one favor point. The winning team receives favor points equal to the number of limbs destroyed divided by the number of robots, taking them to a maximum of ten. If a team with zero favor points receives some, that team remains at zero, while the team with favor points loses that amount. At the end of the fight, the players will receive greater or reduced rewards depending on the location of the favor meter, as detailed in the post-combat sequence section. ==Basic Maneuvers== The following maneuvers can be performed by a gynoid at any time. *Attack – You attack *Dodge, Block – You defend, using successful sets to negate incoming Attack dice. *Move – You can move your Chassis’ speed without any roll. You may roll Athletics to add W*5’ to your movement. *Aim – Spend a round preparing. Each round spent preparing adds +1d to a later pool, max +2d. *Called Shot – Take a -1d penalty, promote a normal die in your pool to a Hard die set to the appropriate location. *Multiple Action – Take the smallest die pool of any skill in the multiple action, and apply a -1d penalty for each action after the first. Each action needs its own set. Example: Queen Bee has Body 6 Melee Combat (Unarmed) 6 and Coordination 4 Acrobatics 5. She needs to vault over an obstacle in the arena to attack her opponent, so she does a combined Acrobatics/Melee Combat roll. Since Coordination+Acrobatics is smaller than Body+Melee Combat, she uses that 9d pool, then applies a -1d penalty to that pool for having a second action, for a total pool of 8d. Rolling 1, 2, 4, 7, 7, 7, 8, 9, she has only one set and only succeeds on one of her attempts. *Draw a weapon – You draw a weapon and take a -1d penalty to anything else you do in the same turn. Requires no roll. *Pin – Roll an attack using an appropriate Melee Combat skill (Wrestling, Grappling, etc.). This attack can be Dodged as normal, but Block does not apply. If you succeed, both you and your target are rendered Motionless (you cannot attack or defend until either you let go or the pin is broken). You may take a -1d penalty to pin while standing, otherwise both you and your target are Downed. Your target remains pinned until either you let go or they break the pin with a successful Escape Artist check or an appropriate Melee Combat Skill against a difficulty equal to your Body score or your Melee Combat skill, whichever is higher. *Restrain – Choose a target and declare Arms or Legs, then roll an attack using Body+Melee Combat with no penalty. Instead of dealing damage, you may use your Restrain set as Gobble dice against actions the target is attempting involving the limbs you’re holding back. *Shove – Make an attack roll with Body+Melee Combat (Unarmed, Wrestling, Grappling, any blunt weapon) with no penalty. If you succeed, your opponent is pushed back 5’, loses a die from a set as with any other successful attack, and you get a +1d bonus if you attempt to trip or slam the target in the next round. Opponents attempting to trip or slam you while you are shoving an opponent get a +1d bonus. *Stand – You get up during the Declare phase (removing the Downed condition). If you attempt to do anything else that turn you take a -1d penalty. *Tackle – Make a Body+Melee Combat (any appropriate style) roll against an opponent at a -1d penalty. Opponents attempting to trip or slam you while you’re tackling get a +1d bonus. On a successful Tackle attempt, you deal full normal damage and both you and your opponent are Downed. ==Advanced Maneuvers== Advanced Maneuvers (Junk Johns must spend a Drive Point to force their robots to use these) *Charge – Make a multiple action using your Melee Combat skill and Athletics. The results below depend on the W of your Athletics set. **Standard Success (2x): Your attack does an extra S. **Expert Success (3x): Your attack does +2S, +1K **Master Success (4x+): Your attack does +3S, +2K *Disarm – Make a called shot to the arm holding the desired weapon. If the weapon is two-handed, you may pick any arm location. If the weapon is integrated to the robot’s body, take a -1d penalty to the attack, and you only succeed on a Master Success. If the weapon is sharp, electrified, superheated, or otherwise dangerous to grasp, you must make a multiple action with Dodge or take 1K to one of your arms. **Standard Success (2x): You do no damage, but you dislodge the weapon. It lands X feet away, where X is the Height of your roll. **Expert Success (3x): As above, except that your opponent takes S to the targeted location. **Master Success (4x+): Your opponent takes two points of S and, if you have a free hand, you’re now holding the weapon. Otherwise, it’s at your feet. *Disfiguring Strike – Perform a called shot to the head using an attack that does Killing damage. **Standard Success (2x): You do one point of Killing damage and gain one favor point for your turn. **Expert Success (3x): You do two points of Killing damage and gain two favor points for your turn. **Master Success (4x+): You do three points of Killing damage and gain three favor points for your turn. *Dismember – Make a called shot to a limb that’s already full of Killing damage. **Standard Success (2x): You remove the targeted limb and you gain one favor point for your turn. **Expert Success (3x): As above, and you gain one favor point for the turn. If you have a hand free, you may choose to have the limb in your hand. **Master Success (4x+): As above, and your opponent takes 2K to the torso. *Display Kill – Make a normal attack at -1d penalty. You must KO your opponent to get the benefit of Display Kill. **Standard Success (2x): Add your Width to your favor for the turn, whichever is higher. **Expert Success (3x): As above, but you add your Style bonus to your favor. **Master Success (4x+): As above, but you also add your highest social skill to your favor. *Slam – Make a Melee Combat attack roll against Difficulty 3. You can only use this maneuver against opponents who are within 500 pounds of your weight or smaller. **Standard Success (2x): Target is Downed and takes 1S to locations 3 and 5. **Expert Success (3x): Target is Downed and takes 1S to every location except 10. **Master Success (4x+): Target is downed and takes 1S to ever location, plus an additional shock to the location indicated by the Height of your set. **Special: Damage above assumes the target lands on a flat, safe surface. Slamming an opponent into a hazard or from a great height can increase damage at GM’s discretion. *Trip – Make a called shot to locations 1 or 2. Do not take the standard 1d called shot penalty. If your opponent is using the Charge, Shove, or Tackle maneuvers, add 1d to your pool. **Standard Success (2x): You do no damage, but your opponent loses a die from a set and has a -1d penalty to any action taken in the next round. **Expert Success (3x): As above, plus target is downed. **Master Success (4x+): As above, plus target takes 1S to each arm. *Taunt - Add 1 to your favor for the round. This can be used as a multi-action with itself and other maneuvers. **Standard Success (2x): The favor point increase from taunting caps at your Realism stat. **Expert Success (3x): The favor point increase from taunting caps at your Realism stat + one. **Master Success (4x+): The favor point increase from taunting caps at your Realism stat + two.
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