• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Dice Army of the Southern Cross - OOC

Here is a quick reprint of the Pods from the Myrmidon write-up:
In game terms, electronic warfare is debilitating to enemies and players alike. To disrupt radar, communications and targeting systems, the player first declares what he's jamming, then rolls his Advanced Electronic Warfare skill. A successful roll jams one system (comms, radar, targeting, etc.) for 2D6 melees, and a player can jam as many systems as he has jamming pods up to his number of attacks with a range of 100 miles (160 km). A mecha or ship that is the victim of a EWAR attack sees its combat bonuses reduced more and more with each system jammed. One system jammed reduces all combat bonuses by 25% and the target loses one attack and (as) they scramble to compensate for the jamming. Two systems jammed reduces combat bonuses by 50% and the target loses two attacks. Three or more systems jammed eliminates all combat bonuses, reduces the target's attacks by half and the pilot is reduced to visual aiming of all weapons and can only fight what he can see with his eyes.

You can either jam one system on two different targets, giving each the -25% to their combat bonuses and one attack, or use both pods to jam the same target by 50% and making them lose two attacks. Once a target is successfully jammed, the effects last for 2d6 melees, so you can go on to hit other targets on your next action.

I see. So 2 targets for -25% or 1 target for -50% that lasts for 2d6. On my next action, I can hit another target. Cool. Myrmidon for debuffs!
 
Yup. It can really come in handy against multiple targets, and even if you are not doing any actual damage yourself, you can make a real impact on the action of the battle.
 
I see it as like playing a cleric in a Pathfinder or DnD game with a party of fighters. When they get hurt, you are there to make the difference, even if you are not dishing out the ouchies yourself.
 
Actually, now that I think about it the mechs primarily are composed of damage types with a lone debuffer.
 
WE HAVE A DICE ROLLER NOW! WOOOHOOO!!

Everyone can now take charge of their own fates and click the Roll Dice option for your attacks/parry/dodge options.
 
Question and Clarification! The dice we're going to roll is a d20? And it has to be under a specific number for it to be successful or under a specific percent since it's percentile based?
 
Yay - dice are back! That also means that I won't hit a single shot from this moment on...
 
Question and Clarification! The dice we're going to roll is a d20? And it has to be under a specific number for it to be successful or under a specific percent since it's percentile based?
For combat, it is a d20 to hit. A natural 1-4 is an automatic miss, no matter how much your bonus to strike. A natural 20 is a Critical Strike (some Martial Art techniques give better numbers) doing double damage and is always a successful hit.

To Parry or Dodge, you roll the D20 with your bonuses to try and beat the number that I roll against you. So, if my total to hit is a 17, you need to equal or beat that with your roll to defend.
 
Okay, I understand. 1-4 is bad, Nat-20 is the finger of God. Parry or Dodges are contested rolls. I see. (Oh my gosh, this system is interesting, familiar, and at the same time daunting.)
 
A quick look at the die roller doesn't show me a place to do a d20 plus your combat bonuses, so make sure you post "I have a total of +8 to my Strike roll!" when you roll.
 
Okay, I understand. 1-4 is bad, Nat-20 is the finger of God. Parry or Dodges are contested rolls. I see. (Oh my gosh, this system is interesting, familiar, and at the same time daunting.)
I will help you out with any roll questions you have, no worries there.
 
Huh, one is a fail and the other is good. So like this with the 2 = regardless of the bonus, it flunks. As for the 18, since it succeeds = it's a 27 due to the plus, right?
 
Wooohoo! Oh my god, this reminds me of D&D. I thank the heavens it ain't a 20 on a test roll. A shame on not getting a 1 on the test roll. (Dice superstition!)
 
Quick question: When I'm trying to dodge the fire of two people, do I roll one or two dice?
 
RNGesus be praised!

If you're gonna do a multi-attack do I need to roll one dice or two or same principle as dodging and parry too?
 
Each action/attack is one die roll, but you can't make more than one attack at once.
 
Sherwood Sherwood just take the first roll - didn't give me any roll at first, and then suddenly two at once...
 

Users who are viewing this thread

Back
Top