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Mech Combat

Blitz
  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  Mech pilots with this skill are able to rush a foe at up to full speed without suffering the normal difficult (-4) modifier to defend actions in that round. Normal rush rules still apply to the target, i.e. difficult (-4) modifier to defend actions for the round, and a Stamina save to avoid being stunned for the remainder of the round. In addition, when used as ramming attack, the target's stamina save to avoid being stunned has a -1 modifier per two skill points in Mech Combat.
  • Specialization:  (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
Clobber
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  A mech pilot with this skill is able to make damaging attacks with the unarmed or grasping appendages of the mechanizen combat armor. These attacks can include a punching strike, a lashing stroke, a chopping motion, or a crushing squeeze, depending on the type of appendage and its capabilities. If the skill check fails or the target makes a successful defend, the attack misses
  • Specialization:  (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
Elude
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used by the mech pilot to avoid being hit by melee attacks. With a successful skill check, the attack fails, if not it hits. When defending against multiple attacks, the character can choose to take a defensive posture that is more difficult to hit; it must be announced at the start of the round, requires two actions plus a skill check, and gives all attackers a penalty to hit equal to the number of skill points in Mech Combat. Any melee attack (except Surprise) made against the mech pilot during that round is subject to this penalty modifier; the modifier is lost if the character becomes prone or takes another defend action in the same round.
  • Specialization: (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
Gunnery
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used when firing vehicle scale weapons mounted to the mechanizen combat armor. It includes the use of all relevant systems and technologies, i.e. scanners, targeting systems, frequency adjustments, etc, that are associated with the particular weapon. The difficulty is based on environment, range, motion of the vehicle, etc. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specialization:  (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
Hopping
  • Attribute:  Strength
  • Type:  Move
  • Time:  One action
  • Description:  Mech pilots are able to use this skill to leap, vault, or hurdle something, typically with the aid of technology. With a successful skill check, the mech is able to spring forward from a standstill equal to one move action x ½, plus one yard per two skill points in Mech Combat, and with a running start up to one move action, plus one yard per skill point in Mech Combat. In addition, it can be used as an attack by landing on an opponent, causing ramming damage. A failed skill check indicates that the character missed the jump, lands prone, or missed the target, depending on the goal; when used as an attack, if the skill check fails or the target makes a successful defend, the attack misses. The difficulty is based on distance and encumbrance.
  • Specialization:  (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
Punt
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  A mech pilot with this skill is able to make damaging attack by striking with the lower appendages, typically in an undulating or thrusting motion. If the skill check fails or the target makes a successful defend, the attack misses
  • Specialization:  (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
Sidestep
  • Attribute:  Perception
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used by the mech pilot to avoid ranged attacks; it can be used in two different ways. A single ranged attack can be avoided by spending an action and making a successful skill check; alternately, it can be used as a move action wherein the pilot maneuvers erratically to defend against multiple attacks; this requires two actions and a successful skill check, giving all attackers a penalty to hit equal to the number of skill points in Mech Combat. Any ranged attack (except Surprise) made against the mech during that round is subject to this penalty modifier; this modifier is lost if the mech stops moving. No other defend actions can be taken during the round if the skill is used in this manner.
  • Specialization:  (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
Seize
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used by the mech pilot to grab an the opponent in their threat range with one or more appendages capable of such an action, without causing damage. With a successful skill check, the attacker is able to grasp and hold the defender in a single action, usually to setup a followup attack; both the attacker and defender are considered prone during the seizure. On their turn, the defender can attempt to break the hold with an attack or escape skill, though the attacker can use an action to maintain the grip with a successful skill check. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specialization:  (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
Skewer
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Mech pilots with this skill are able to make a powerful stabbing attack, either as part of a forward lunge or underhanded thrust with a fixed or held weapon. The force of this attack carries a -1 modifier to hit, but increases the threat range of the weapon by one point for that attack; these modifiers stack with all other combat modifiers. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specialization:  (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
Sunder
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  A mech pilot with skill is able to make pivoting or pitched attack that rotates from the shoulder of the mechanizen combat armor, with a fixed or held weapon. It is a balanced, undulating motion that carries no combat modifiers. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specialization:  (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
Thwart
  • Attribute:  Constitution
  • Type:  Defend
  • Time:  One action
  • Description:  Characters with this skill are able to block a melee or ranged attack with a directed physical or energy shield. If the skill check is successful, all damage from the attack is negated by the defend, however, the object used to make the block must be strong enough to resist damage, and may require a structural strength save. If the skill check fails, damage is taken normally.
  • Specialization:  (Required) Mech type, i.e. walker, crawler, tumbler, gambol, etc.
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Chuck Sperati
(E) Bounding
  • Attribute:  Strength
  • Type:  Move
  • Time:  One action
  • Description:   With this skill mech pilots can make amazingly long leaps, typically with the aid of technology. A standing jump is equal to one move action in distance, plus one yard per skill point in Mech Combat, while a running jump is equal two move actions in distance, plus one yard per skill point in mech combat. It can be used as an attack to bodily land on a foe, causing ramming damage. A failed skill check indicates that the leap was missed, the mech lands prone, or the pilot missed the target, depending on the goal; when used as an attack, if the skill check fails or the target makes a successful defend, the attack misses. The difficulty is based on distance and encumbrance.
  • Prerequisites:  The Hopping skill and four skill points in Mech Combat
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Chuck Sperati
(E) Dynamic Strike
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  A mech pilot with this skill can move and attack in the same action. This is a disciplined move, not a rush type attack; it includes moving into, through, and/or out of a foe's threat area, without any penalty modifiers or drawing an attack of opportunity. All speed factor and movement rules apply, and it may be countered by a readied action which will force the attacker to stop and defend or suffer an attack of opportunity. It may be used as a Clobber, Skewer, or Sunder attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses and leaves the mech pilot open to an attack of opportunity, unless they stop to take a defend action.
  • Example of use:  Make an attack and escape a flanked position, run past a foe while attacking, move through a threat area to setup a flank, etc.
  • Prerequisites:  The Blitz skill and four skill points in Mech Combat
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Chuck Sperati
(E) Hammer
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  With this skill, the mech pilot is able to make a coordinated damaging attack with the unarmed or grasping appendages of the mechanizen combat armor. The attack is made by striking with at least two appendages at the same time, causing additional damage equal to the number of skill points in Mech Combat; this can be a punching strike, a lashing stroke, or a chopping motion, depending on the type of appendage and its capabilities. If the skill check fails or the target makes a successful defend, the attack misses
  • Prerequisites:  The Clobber skill plus four skill points in Mech Combat
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Chuck Sperati
(E) Intercept
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  Mech pilots are able to use this skill to catch a target in their threat range, with one or more appendages capable of such an action, without causing damage. With a successful skill check, the attacker is able to grab and hold the target, usually to setup a followup attack; both the attacker and defender are considered prone if the intercept is successful. The target must be at least one size category smaller than the attacker (size modifiers apply), and there is an additional difficult (-4) modifier to capture a moving target. On their turn, the defender can attempt to break the hold with an attack or escape skill, though the attacker can use an action to maintain the grip with a successful skill check (all normal prone and size modifiers apply). On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  The Seize skill plus four skill points in Mech Combat
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Chuck Sperati
(E) Rend
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  A mech pilot with this skill is able to violently tear things apart with the appendages of the mechanizen combat armor. With a successful skill check the crit range for an attack used against an opponent is increased by one per skill point in Mech Combat, this modifier doesn't apply to the use of other skills; when used against inanimate objects, the durability rating of the object is reduced by one per skill point in Mech Combat. It may be used as a Clobber, Skewer, or Sunder attack (assuming the character has the skill), with all related and general combat modifiers applied normally. For extremely strong objects, the failure of some component must be possible for this skill to be used, i.e. the hinges, frame, etc. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses. When attacking an inanimate object, a failed skill check doesn't necessarily mean that the strike failed to hit, just that the strike doesn't get the benefit of the durability modifier.
  • Prerequisites:  Four skill points in Mech Combat
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Chuck Sperati
(M) Shove
  • Attribute:  Strength
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used by the mech pilot to strike a target in such a way as to propel them a distance away. On a successful skill check, the target is knocked backwards one yard per skill point in Mech Combat and may take falling damage. Characters are allowed a Reaction save or related defend skill to remain standing, while vehicles get a Piloting or related skill check, with a -1 modifier per skill point in Mech Combat. If the target's save is successful, the effect fails and they may resist damage normally. It may be used as a ramming, Clobber, or Punt attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Eight skill points in Mech Combat
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Chuck Sperati
(M) Skipping
  • Attribute:  Strength
  • Type:  Move
  • Time:  One action
  • Description:   Mech pilots with this skill can make a series of quick leaps over a distance in a single action, typically with the aid of technology. It can only be done with a running jump, moving a total distance equal two move actions, plus one yard per skill point in mech combat, making a total of four leaps. It can be used as an attack to bodily land on up to four foes in range, causing ramming damage, with a single skill check at difficult (-4) modifier; each opponent gets an individual defend against the attack. A failed skill check indicates that the first leap was missed, the mech lands prone or the pilot missed the target and cannot continue, depending on the goal; when used as an attack, if the skill check fails the attack misses. The difficulty is based on distance and encumbrance.
  • Prerequisites:  The (E) Bounding skill and eight skill points in Mech Combat
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Chuck Sperati