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Lunar Reckoning 69
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== The Game == The core mechanics in Lunar Reckoning 69 revolve around Initiative. In most games, Initiative is fairly static, and generally of importance only in the early stages of a conflict. In LR69, mechs are constantly boosting and rolling over the ground, quick reactions the difference between life and death - and '''Initiative is always increasing!''' Every round, the battle order is redetermined as mechs increase their Initiative. However, Initiative is also a resource - you spend Initiative to move at the beginning of a round, you spend Initiative to make melee attacks, you lose Initiative by taking too much Systems damage, and several weapons either are improved by or require a high Initiative! The entire system is built around the concept of speed and maneuverability. Attack and Evasion are opposed 3d6 rolls...but many weapons don't have clear 'hit' and 'miss' states. Each weapon has its '''Base Damage''', which is dealt when Attack and Evasion are equal, and a '''Damage Step''' - an amount of damage the attack is increased or reduced by based on the difference between Attack and Evasion! High fire rate weapons are more likely to hit for some amount of damage, while low fire-rate weapons are more likely to deal their maximum damage. While skill is always paramount, luck is always a factor - a mech's attack either autohits or criticals on a '''sequence''' of three numbers (ie, 1,2,3)...but a sequence also automatically evades attacks, as well! Sequences are common, though - even the fastest Magus is never safe. But Mages have their own tricks...special abilities known as '''Maneuvers''', which allow a Magus to evade or deal damage more effectively than any ordinary pilot! Against another Magus, several Maneuvers counter one another, representing the clash of will as mechs jockey for position and dominance. Combat has its own peculiarities, including '''Chains''' which trigger on a kill, '''Spotting''' to pass an attack action to an ally, and '''Interception''' to take attacks for an ally! Mech construction offers a variety of choices for the discerning pilot, including a wide variety of weapons with different ranges and effects - energy weapons must go through a layer called '''Laminate''' but have advantages in range and damage compared to kinetic weapons. A simple but fast '''Personal Skills''' system rounds the game out, emphasizing overall skill use rather than a single roll for resolution and allowing characters to specialize within similar fields.
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