Post by Adam on Jun 19, 2008 6:36:04 GMT -5
A place for me to collate skill ideas and for you guys to post your own. This'll save some time with the faction threads. I've repeated the Die Hards ones here and there's a few new ones too.
Skill terminology:
- Critical Hit: A critical ability activates when you roll at least one dice equal to your (modified) Rn when shooting, or at least one 10 when attacking in close combat. You can't get shooting criticals if your Rn is modified to 2 or less, and a CC critical doesn't (usually - it'll state if this isn't the case) count if you don't win the combat.
- Used in movement/shooting/assault phase: These will have criteria. Generally, movement and shooting skills will take up a certain amount of MP (so if you move too much you won't be able to use a shooting skill) and/or replace normal movement/shooting. Close combat abilities can require you to win combat by a certain amount, often by two or three CS points. In this case, if you fail to get the amount you need but still win the combat, nothing happens - nobody hits or damages anybody. Shooting skills cannot be used while engaged, and combat skills cannot be used while unengaged (unless they activate during the charge, or something).
- Hold At All Costs: [Mechs only] The rider is a veteran at holding objectives with a fierce aggressive defence, evading and defending but always maintaining a hold on the critical point.
Whenever an enemy model finishes its move within objective holding range of an objective the skilled mech is also holding, and the skilled mech has LOS to it, the skilled mech may attempt to suppress it with shooting. Both models roll a D6 and add their Reflexes. If the skilled mech wins, it immediately fires a single heavy or light weapon at the enemy. The salvo has a -2 to hit, but the suppressing fire will force the enemy mech to move directly away from the objective by half its Speed (which doesn't count for move-and-fire purposes). Its facing doesn't change, so it will remain facing the direction it was after its original move. In addition, any fire at the skilled mech will suffer a -1 to hit due to its evasion and use of cover.
- Bruiser: [Not hornets] This pilot has tooled his machine up to be as brutal-looking and tough as possible, covered in spikes and extra armour and guns, built for leading attacks and drawing fire from comrades.
The model gets +1 Armour, and enemies taking Proximity tests in order not to fire at it suffer a -2 Ps modifier for the roll.
- Stealth: [Light/medium mechs only] Capable of vanishing without trace into cover, the mech can sneak close to its targets almost unseen. When coupled with a suitable camouflage technique, the mech can become almost invisible.
The mech counts as having Camoskin. If it already has the upgrade, the range at which it can be seen is reduced to 6".
- Execution: The pilot is skilled at the precise kill shot, neatly placed rocket or decapitation against a temporarily incapacitated enemy.
A mech or hornet can use this skill in close combat if its opponent (or all opponents in a multiple combat) is knocked down before the combat is resolved, and a flyer can use it in the Shooting phase targeting a knocked down model within 6". The model makes a single attack with any one weapon. It automatically hits, and does double damage (after armour is factored in).
- The Punisher: [Mechs with at least one CCW only] When the opportunity presents itself, the mech makes a sudden, devastating attack (often a two-handed strike or a finishing hit that plants all of a mech's weight behind it), bowling the enemy over, often lifting it off its feet.
If the model gets a critical hit in close combat, after resolving damage from its attacks the enemy it hits is moved D6" directly away from it and knocked over. Reduce the distance by 1" for every size grade the target has over the attacker, but it can't become less than 1".
- Whirlwind: [Mechs with 2 CCWs only] The Whirlwind is an elaborate martial arts attack that involves a spinning strike with two weapons. Originally adapted for mech use by the sen'jai, it's quite effective when each weapon weighs a couple of tons. Many mech-riders have attempted to duplicate the Whirlwind by simply sticking their arms out and revolving the torso, but this doesn't really work; it takes proper practice and training to make an effective Whirlwind attack.
The Whirlwind may be used in the close combat phase instead of attacking normally. You must win the combat by 2 to successfully make a Whirlwind attack. You don't get a charge bonus when using Whirlwind, and in a multiple combat the enemy doesn't get bonuses for supporting attackers. The Whirlwind attacks every enemy model within 2". Models attacked must pass a Reflexes test, with a negative modifier equal to half your mech's basic Assault stat (rounding down, ignoring all weapon modifiers etc), to avoid being hit. If they manage to avoid the attack they move back 1"; if they fail, they suffer damage for a single hit from each of the attacker's CCWs, and the attacker may move them back up to 3". Moves are made directly away from the attacker and ignore terrain, but stop if they hit other models.*
*Yes, it's Dancing Blades. Exteel = Tons of Skill Inspiration.
- Ground Pounder: [Mechs with indirect fire weapons only] Some artillery mech pilots are skilled at laying down a thunderous barrage aimed at nothing in particular. Called a Ground Pounder, the powerful onslaught causes the earth to shake and fiery craters to erupt, filling the area with sensor-foxing smoke. It depletes ammunition badly, but is extremely effective.
The mech may make a Ground Pounder attack in the shooting phase instead of shooting normally, provided it doesn't move at all this turn. Ground Pounder uses ridiculous amounts of ammo, so it may only be used once per game, and precludes the indirect fire weapons used from firing next turn as they reload and cool off. Pick a target point within maximum and minimum range of all of your IF weapons, and scatter it as per normal indirect fire. Ground Pounder has a 9" radius measured from this impact point. All models, friendly or enemy, within the radius must pass a Reflexes test or fall over, suffering fall damage as for weak terrain. Then, the GP mech's player may place a single 4" template for each IF weapon on the model fully within this radius; the templates may touch or overlap. Consisting of a steaming crater, each 4" template counts as light, weak terrain, and also smoke (as per smoke launchers, but with a smaller template).
That's all I've got for the moment. There'll be more, oh yes! Feel free to give me your own ideas too!
Skill terminology:
- Critical Hit: A critical ability activates when you roll at least one dice equal to your (modified) Rn when shooting, or at least one 10 when attacking in close combat. You can't get shooting criticals if your Rn is modified to 2 or less, and a CC critical doesn't (usually - it'll state if this isn't the case) count if you don't win the combat.
- Used in movement/shooting/assault phase: These will have criteria. Generally, movement and shooting skills will take up a certain amount of MP (so if you move too much you won't be able to use a shooting skill) and/or replace normal movement/shooting. Close combat abilities can require you to win combat by a certain amount, often by two or three CS points. In this case, if you fail to get the amount you need but still win the combat, nothing happens - nobody hits or damages anybody. Shooting skills cannot be used while engaged, and combat skills cannot be used while unengaged (unless they activate during the charge, or something).
- Hold At All Costs: [Mechs only] The rider is a veteran at holding objectives with a fierce aggressive defence, evading and defending but always maintaining a hold on the critical point.
Whenever an enemy model finishes its move within objective holding range of an objective the skilled mech is also holding, and the skilled mech has LOS to it, the skilled mech may attempt to suppress it with shooting. Both models roll a D6 and add their Reflexes. If the skilled mech wins, it immediately fires a single heavy or light weapon at the enemy. The salvo has a -2 to hit, but the suppressing fire will force the enemy mech to move directly away from the objective by half its Speed (which doesn't count for move-and-fire purposes). Its facing doesn't change, so it will remain facing the direction it was after its original move. In addition, any fire at the skilled mech will suffer a -1 to hit due to its evasion and use of cover.
- Bruiser: [Not hornets] This pilot has tooled his machine up to be as brutal-looking and tough as possible, covered in spikes and extra armour and guns, built for leading attacks and drawing fire from comrades.
The model gets +1 Armour, and enemies taking Proximity tests in order not to fire at it suffer a -2 Ps modifier for the roll.
- Stealth: [Light/medium mechs only] Capable of vanishing without trace into cover, the mech can sneak close to its targets almost unseen. When coupled with a suitable camouflage technique, the mech can become almost invisible.
The mech counts as having Camoskin. If it already has the upgrade, the range at which it can be seen is reduced to 6".
- Execution: The pilot is skilled at the precise kill shot, neatly placed rocket or decapitation against a temporarily incapacitated enemy.
A mech or hornet can use this skill in close combat if its opponent (or all opponents in a multiple combat) is knocked down before the combat is resolved, and a flyer can use it in the Shooting phase targeting a knocked down model within 6". The model makes a single attack with any one weapon. It automatically hits, and does double damage (after armour is factored in).
- The Punisher: [Mechs with at least one CCW only] When the opportunity presents itself, the mech makes a sudden, devastating attack (often a two-handed strike or a finishing hit that plants all of a mech's weight behind it), bowling the enemy over, often lifting it off its feet.
If the model gets a critical hit in close combat, after resolving damage from its attacks the enemy it hits is moved D6" directly away from it and knocked over. Reduce the distance by 1" for every size grade the target has over the attacker, but it can't become less than 1".
- Whirlwind: [Mechs with 2 CCWs only] The Whirlwind is an elaborate martial arts attack that involves a spinning strike with two weapons. Originally adapted for mech use by the sen'jai, it's quite effective when each weapon weighs a couple of tons. Many mech-riders have attempted to duplicate the Whirlwind by simply sticking their arms out and revolving the torso, but this doesn't really work; it takes proper practice and training to make an effective Whirlwind attack.
The Whirlwind may be used in the close combat phase instead of attacking normally. You must win the combat by 2 to successfully make a Whirlwind attack. You don't get a charge bonus when using Whirlwind, and in a multiple combat the enemy doesn't get bonuses for supporting attackers. The Whirlwind attacks every enemy model within 2". Models attacked must pass a Reflexes test, with a negative modifier equal to half your mech's basic Assault stat (rounding down, ignoring all weapon modifiers etc), to avoid being hit. If they manage to avoid the attack they move back 1"; if they fail, they suffer damage for a single hit from each of the attacker's CCWs, and the attacker may move them back up to 3". Moves are made directly away from the attacker and ignore terrain, but stop if they hit other models.*
*Yes, it's Dancing Blades. Exteel = Tons of Skill Inspiration.
- Ground Pounder: [Mechs with indirect fire weapons only] Some artillery mech pilots are skilled at laying down a thunderous barrage aimed at nothing in particular. Called a Ground Pounder, the powerful onslaught causes the earth to shake and fiery craters to erupt, filling the area with sensor-foxing smoke. It depletes ammunition badly, but is extremely effective.
The mech may make a Ground Pounder attack in the shooting phase instead of shooting normally, provided it doesn't move at all this turn. Ground Pounder uses ridiculous amounts of ammo, so it may only be used once per game, and precludes the indirect fire weapons used from firing next turn as they reload and cool off. Pick a target point within maximum and minimum range of all of your IF weapons, and scatter it as per normal indirect fire. Ground Pounder has a 9" radius measured from this impact point. All models, friendly or enemy, within the radius must pass a Reflexes test or fall over, suffering fall damage as for weak terrain. Then, the GP mech's player may place a single 4" template for each IF weapon on the model fully within this radius; the templates may touch or overlap. Consisting of a steaming crater, each 4" template counts as light, weak terrain, and also smoke (as per smoke launchers, but with a smaller template).
That's all I've got for the moment. There'll be more, oh yes! Feel free to give me your own ideas too!