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Super Robot Taisen Iwaku
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====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)''
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