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===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 *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==== 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==== 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==== 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==== 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==== 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==== 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==== 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==== 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==== 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==== ====Mecha Creation CONCLUSION==== 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)''<br> *''DEFENSE (1EN) - Last Minute Burst - 4 - 2SP''<br> *''ASSAULT - Strafing Run - 2 - 2 SP''<br> *''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]]
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