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Mech Combat

Hopping

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.

(back to Mech Combat skills)

Chuck Sperati