Regelübersicht in Drift City | World Anvil

Regelübersicht

Combat Basics

 

INITIATIVE

  Wurf: 2W6 + (Mecha) REFLEXES   Die Initiative wird einmal zu Beginn des Kampfes gewürfelt.

Inhalt:

  • Combat Basics
  • Actions
  • Movement
  • Attack
  • Evade
  • Damage
 

ACTIONS

ATTACKING

  • SHOOT: You may fire any single weapon (or group of linked weapons) once per action.
  • THROW: Once per Action (Mektons werfen 1/2 Servo Kills in Hexes)
  • STRIKE: You may Attack with any melee weapon once per action (Ausnahme: die Waffe hat das Attribut Quick).
  • FIGHT: Any grapple, knockdown or full body blow can be done once per action.
  • AIM: Each Action spent aiming adds +1 to your Attack Roll, up to a maximum bonus of +4 (no Movement).
 

DEFENDING

  • EVADE: whenever attacked, no Action.
  • ESCAPE (aus Griff): One attempt per Action.
  • PASSIVE PARRY: whenever attacked, no Action.
  • ACTIVE DEFENSE: Once per Action; +2 for next EVADE ROLL, decay: 1 per Roll or End of Round
  • ACTIVE PARRY: Once per Action; automatically parry next attack, further parrys are +2 DA, decay: End of Round.
  • BLOCK: Once per Action; reduces damage of 1 Attack per Action spend by 2 (3, when using a shield), further parrys are +2 DA, decay: End of Round.

MOVEMENT

 
Gundsatz: Niemals mehr als die volle MA in einer Runde!
 
  • Rennen (nur mit Beinen) und Springen (mit Sprungservos): bis halbe MA ohne Aktionskosten, volle MA in 1 Aktion.
  • Tauchen, Fahren, Fliegen: halbe MA in einer Aktion, volle MA in 2 Aktionen
 

OTHER

  • GET UP: Once per Action.
  • TRANSFORM: One form change per Action.
  • ENTER VEHICLE/BAIL OUT (SAFELY): Once per Action.
  • LIFT OR CARRY: Once per Action
  • REPLACE/RELOAD WEAPON: Once per Action.
  • DROP WEAPON: no Action
  • PULL OUT WEAPON: no Action
  • PERFORM A NON-COMBAT SKILL ROLL: Such as rolling Awareness when using Sensors, etc. Once per Action.
  • GET COVER: Once per Action
 
 

MOVEMENT

 
Grundsatz: 1 MA = 1 hex.
 

TERRAIN TYPE

  • OPEN: x1 (plains, grassland, pavement, shrubbery)
  • ROUGH: x2 (thin forest/woods, boulders, mountains, rubble)
  • RESTRICTIVE: x3 (dense forest, jungle, snow, water and mud)
 

ACCELERATION

Reaching MA up to 12 takes 1 Turn. For each turn acceleration a mecha can reach 12 additional MA.

TURNING

  • HUMANOID: 1 MA to turn up to 3 hex sides.
  • MECHABEAT & HYBRIDS: 1 MA to turn up to 2 hex sides.
  • TANKS & AUTOS: 1 MA to turn up to 2 hex sides plus: ability to switch FACING and REAR directions.
  • MECHAFIGHTERS: 1 MA per hex side after moving a number of hexes in a straight line corresponding to the unit's MA
  • Mechafighter MAstr. line
    8 - 161
    17 - 242
    25 - 323
    33 - 404
    41 - 485
    49+6
 
 

ATTACK

  Grundreihenfolge:
  1. Ziel bestimmen
  2. MELEE & CALLED SHOT: Hitlocation ansagen
  3. Angreifer: ATTACKROLL
  4. Ziel: EVADEROLL, Escape, Parry
  5. HITROLL
  6. SCHADEN
  7. ggf. KNOCKBACK
 

ATTACK ROLLS

MECHA DEX + Mecha Melee/Fighting + WA + 2W6 (+ Modifier)
MECHA PRE + Mecha Gunnery + WA + 2W6 (+ Modifier)
MECHA TAR + Mecha Missiles + WA + 2W6 (+ Modifier)  

ATTACK MODIFIERS

RANGE

The target distance is more than combat range but less than maximum range the attacker gets a -4.  

SCALE OF SIZE OF OPPONENT

For each level +3 if you go up/attack a larger target or -3 if you go down/attack a smaller target.  

CALLED SHOTS

  • Servo -3
  • Weapon -4
  • Thruster -4
  • Sensor -5
  • Other -5
  • Special HitChart -6
 

BURST FIRE

1. (ATTACKROLL – EVADEROLL) = Hitting Bullets (bis zum Maximum BV)
2. Roll on random Target chart for target location for each hitting Bullet.  

SALVO FIRE

1. (ATTACKROLL – EVADEROLL) x (Number of Missiles fired/10) = Hitting Missiles
2. Roll on random Target chart for target location and move up or down (attackers choice) the number of hitting missiles. Every called area is being hit.

INDIRECT FIRE

Voraussetzung:
  1. the weapon has a blast radius
  2. the weapon must be able to be fired in an arc
Mit indirektem Feuern können Hexes beschossen werden, die nicht in der Line of Sight liegen. Bis 15 Hexes entspricht die Schwierigkeit der Anzahl der Hexes, die das Zielfeld von dir entfernt ist. Ab 15 Hexes ist die Schwierigkeit 20, wenn du mit den Sensordaten eines Spotters arbeitest und 25, wenn du keinen Spotter hast. Außerdem kommen für jede weiteren 15 Hexes +5 Schwierigkeit dazu. Schaffst du den Wurf nicht, geht der Schuss um die Differenz /3 Hexes daneben (abgerundet).   ATTACK ROLL: Mecha Targeting + Mecha Missiles/Mecha Melee (werfen) + WA + 2W6
If the roll fails, difference determines the deviation in a random direction:
  • 1 – 2: 1 Hex
  • 3 – 5: 2 hex
  • 6 – 9: 3 hex
  • 10+: 4 hex
For damage distribution on the target areas see Area Effect Damage Table (MZ S. 97). If a AE-Weapon is fired onto a target directly, the full damage will occure to a specified servo as natural. The area effect will occure anyway!
   

MELEE ATTACKS

 
To attack with a melee weapon, you must be in an adjacent hex to the defender. All close-contact attacks are automatically called shots and suffer no penalty for such. This rule only apllies to body locations; extra-special targets (sensors etc) must still be aimed.

KNOCKOUT DAMAGE (Human Scale only)

Convert Melee-Damage in Knockout-Damage (nicht EMW). Only one point of damage is done, but the target must also make a Stun/Shock roll. The modifier for this type of attack is -3.
   

SPECIAL MELEE ATTACKS

 
  • CHOP: WA-2. Stunning attack, usable by humans only. At Head: Defender must make a Stun/Shock roll or be knocked out. At Arm: Same as Head but Drop Item held insted of knockout.
  • CRESENT KICK: Similar to CHOP, no knockout.
  • THRUST KICK: WA-3, Torso only, a successfull attack knocks defender back 1 hex.
  • THROW: WA-1 per 10 tons heavier than yours. Hurls opponent into adjacent hex (attackers choice), does no damage. Victim loses one Action.
  • SLAM: Similar to Throw, does damage. WA-2 per 10 tons heavier than yours.
  • TRIP OR SWEEP: WA+1, knocks defender down, does no damage.
  • GRAB: WA-1. Take one object from opponent. (grabbing a Human -5 modifier)
  • PIN: Pin an arm or a leg of the opponent with your own.
  • BEARHUG: WA-1 Hold both arms with one. (See HAND-TO-HAND ATTACK TABLE for damage)
  • DISEMBER: WA-2 Rip off a servo from opponents mecha. (See MEKTON DISEMBERMENT TABLE for damage.)
  • STOMP: Kill small objects instant. WA-5
  • TACKLE: WA+1 Knocks opponent into next hex. Requires arms. No damage, Victim losses one Action.
  • RAM: Both units take damage. See RAM TABLE. Heavier unit occupies hex afterwards. Target area is Torso.
  • DROP: WA-2 As ram, but attacker takes no damage.
 

SHOCK ATTACKS

When a Mecha is struck by a shock weapon, its pilot must roll 2W6 + BOD, subtracting the KILL value of the shock weapon:
  • 11+: Nothing
  • 10 – 8: lose 1 Turn
  • 7 – 5: lose 2 Turns
  • 4 – 2: lose 3 Turns
  • 1 – 0: lose 4 Turns
  • -1-: Shock Test
 

SHOCK TEST

2d6 , if roll is equal or lower than the pilot's Stun/Shock-Number, he‘s unconscious. If it is greater ... he's dead.
 
 
   

EVADE ROLLS

MECHA REF + MEACHA PILOTING/DRIVING/AIRCRAFT PILOT + 2W6  

EVADE MODIFIERS

  • -1 if the attack is coming from the unit's flank
  • -2 if the attack is coming from the unit's rear
 

ESCAPE

Escaping from a grapple, resisting a throw etc. is made by an Escape Roll:
MECHA DEX + MECHA FIGHTING + 2W6

PARRY ROLLS

MECHA DEX + MECHA MELEE SKILL +/- DA of parrying item + 2W6
  • Parry rolls can be made to prevent attacks from the attack arc or one flank (depending on which side the shield/weapon is mounted on).
  • Melee weapons lose 1 Kill after each parry.
  • Energy Melee weapons can only parry attacks from weapons with lesser damage than their own.
 

COVER

  Decide which area is covered (one Action). The attack roll is done without any modifications. If the covered area is rolled upon the target table, the covering obsticle will take the hit.  
 

DAMAGE

  Mecha Weapons usually do damage in Kills, while Human sized weapons usually do damage in Hits. Therefore 1 KILL = 25 HITs.  

NEAR MISS

Mekton- and larger weapon attacks become a near miss, if the attack roll is equal or within two points of the humans defence roll. Near misses hit 1 hex next to the original target (random direction) with full force. The original target suffer 1/2 damage to the torso.  

CRITICAL and MEGA CRITICAL HITS

When an attacker's roll beats a defender's roll by 5 or greater, a Critical Hit has been scored on the opposing unit. The attacker may choose which of the 3 charts he rolls on: Normal, Special, Cinematic.
If you beat the defender by 10 or greater, a Mega-Critical Hit has been scored. With a Mega-Crit you roll on the Random Hit Charts as normal (unless the attack was called), but the location hit receives NO ARMOR PROTECTION.

DAMAGE RESULTS

 

HUMANS

  • HEAD: At 0 hits = unconcious until healed to 1+ hits. At -2 Hits = dead.
  • ARMS/LEGS: At 0 hits = broken, useless; at -2 the limb is shattered and shredded and will be lost unless immediate medical attention is given. At -5 = blown clean off.
  • TORSO: Same as Head, at -5 = Torso is no more.
 

STUN/SHOCK ROLLS

... occur when:
  • you take 1/2 of your remaining damage in a location in a single attack.
  • you are opposed to drugs or sleep gas.
  • you get a knockout attack.
 

SHOCK TEST

2d6 , if roll is equal or lower than the pilot's Stun/Shock-Number, he‘s unconscious. If it is greater ... he's dead.
 
 

MECHA

  • SERVO: When the internal damage of a servo reaches 0 Kills it is destroyed, and can no longer function in any way. If a pilot is located in that servo, he must instantly attempt an emergency ejection roll or be killed.
  • SENSORS: When the Kills of a sensor reaches 0, they are destroyed and all Actions that mecha takes are at -4 (-2 if the cockpit is a canopy type)
  • TREADS OR WHEELS: At 1/2 their Kills, wheels and treads are inoperable but may be made to function if the pilot succeeds in an emergency MECHA TECH ROLL vs. 15. At 0 Kills, the system is destroyed and useless.
  • PROPULSION SYSTEMS: If you suffer a flight system hit that successfully penetrates armor, one location is knocked out. Once you know how many servos you have your propulsion system in, divide your MA by that number, rounding down. If you get hit in a thruster area, reduce your MA by that much. When the last area is hit, all remaining MA goes as well.
  • POWERPLANT: Whenever a powerplant is indicated on the Special Chart you must roll vs. an Explosion Save (XS). Roll 1D10, and if you roll your XS or less, your suit goes up in a fireball. You still may attempt a last minute ejection Roll.
    • »cool« Powerplant XS = 1
    • »hot« Powerplant XS = 5
    If a powerplant hit doesn't blow you up add +1 to your XS.
    Exploding »cool« powerplants do 1D10 Kill damage to the surrounding 6 hexes, »hot« ones do 2D10 Kills to the first ring, and additional 1D10 to the second ring.
 

FALLING DOWN

  1. Check the weight of the mecha with the Ram Table.
  2. Add +1 Kill for every 2 hexes fallen. Apply total damage to Torso.
  3. 1D10 to see how you land: 1=upright, 2-6=on your back, 7-10=on your face.

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