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==Gameplay Mechanics== The primary method of resolving problems in this game is by selecting a function, then rolling a number of dice equal to the relevant pilot skill's score (depends per function and add-on) and counting how many of those dice fall under or on the function's rank. These dice are called successes/successful dice and their count is called a success rate. If your success rate beats a difficulty score or an opponent's success rate - your function has succeeded. If not, it has failed. Depending on the function type, the number of successful dice over your opponent's have specific effects, such as criticals and double restoration. These have been detailed in the functions themselves. ===Battle Turns=== In SRW Iwaku, the battle rules mainly cover missions, otherwise called battles. Actions in battles are organized into turns. Turns are split in 2 phases. * Your phase * Enemy phase After the Enemy phase ends, a new turn begins with your next phase. ===Moves during your Phase=== During your phase, a unit can use seishin (provided you have it) then, you can make one move in the form of your functions - either an Offense, or one of any other function (besides defense) you have. As soon as your unit uses up his move, you move on to the next allied unit, until you haven no more allied units to control. Then the enemy's phase begins. The enemy phase is the same as your phase, except the opponent's units perform their moves. ===COMBAT MECHANICS=== This section deals with the combat round and the functions used. A Combat round is called when a player declares an attack on a target. This attack can be in the form of an Offense, Morale, or Energy Attack. The person calling combat is called Attacker, and the target is called Defender. Combat is divided into two 'rounds', with the attacker attacking the defender first, and the defender choosing between gaining a defense bonus from total defense, or defending and then counter-attacking. ====Attacker==== The Attacker first sees what pilot skills, traits or bonuses he has for this offense function (seishin, add-ons, modifications, etc.) and combines them, coming up with a total number of 6-sided dice for his attack roll. He then rolls these dice and counts how many of them fall under the offense function's rank. This is his attack success rate. The Defender has to decide if he wants to counterattack or to go total defense. If he decides to go total defense, he can choose to get an extra die for his defense roll, or to reduce damage by one in case the attack goes through. If he decides to counter-attack, he doesn't get such bonuses, but gets a chance to strike back at his opponent during the turn. After making his decision, the defender rolls the total number of 6-sided dice he can get from total defense or any other bonuses and counts how many of these dice fall under his chosen defense function's rank. Overcoming the defender's total defense means the attacker deals base damage to the target. By default this is one armor point. This initial damage can be increased with the special effect 'Increased Damage'. Having double or more means the attacker has achieved critical. * In the case of Hybrid Morale/Energy attacks, you have to roll two different attack rolls against one defense. One deals damage to armor, and is called the offense attack roll, the other is called the morale/energy attack roll, depending on the secondary. The two attack rolls are independent from each other. You may not have dealt damage to armor but you reduced his morale, etc. * In the case of multiple targets, the attacker must use the same attack roll success rate and compare it with each individual target's defense roll success rate. He then deals damage to the targets who have failed against his attack roll. * In the case of an opponent with counterstrike, the roles are reversed. The Defender will attack the Attacker first, and he will be forced to use Defense first, if available. After calculating this, you have reached the 2nd half of a combat round. * If the defender's Armor Points are Zero or less, he may no longer make his counterattack, and is destroyed. Combat Ends. * If the defender's morale has reached -5 or less, he does not perform a counterattack and escapes from battle. Combat Ends. * If the defender still has armor and enough morale, he may perform a counterattack. It is then your turn to perform a Defense. ====Defender==== If the you are attacked during the enemy phase, you are the defender. The attacker is the opponent, calling combat during the enemy phase. you have the option of total defense or counterattacking. If you have chosen total defense, you gain bonuses to defending against an attack, but cannot counterattack. Counterattacking allows you to use an attack function after the opponent has attacked. You choose an offense function and roll an attack roll. It is the attacker's turn to make a defense roll. Unlike you he does not have the option of gaining bonuses from total defense. After this: * If the attacker's Armor Points are Zero or less, he is destroyed.Combat Ends. * If the attacker's morale has reached -5 or less, he escapes from battle. Combat Ends. * If the attacker still has armor and enough morale, combat end, and his turn is used up. ===='Round Conclusion'==== * After both sides have performed their functions, combat round is over. * Add morale to all concerned units if a condition is met. * GMs may want to assign points if they have character/mecha growth in mind. See next section - UPGRADING AND IMPROVING for more details. ===='''Example of Combat'''==== ===Battle Conclusion=== By default, a Battle concludes in your victory when there are no more enemy units on the battlefield. Whether you do this by demoralizing the opponents, or by plain destroying their robots, or by forcing them to surrender - is up to your mecha's abilities. [[Category: Homebrew Settings]][[Category:Homebrew Rules]]
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