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Many mecha anime series involve combat, combat in Gundam is not heroic
though, its more like that of a gritty war drama. Therefore it should flow more like Cyberpunk combat than say
a series where the hero always wins. In Gundam Amuro does almost always win, but its due to his having Newtype
powers, and a superior machine, not the battles always being lopsided, he does get his ass-handed-to-him a few
times by Ranba Ral, and Char.
Combat Rules - Initiative
In order to simulate this we add 1d10 to Reflexes to determine Initiative
order, instead of the way Mekton II did it which was just highest Reflexes goes first-always (that gets old) and
in Mekton Zeta, RTG also added 1d10 for Initiative. Next we added staging of the combat rounds, there are two ways
that work for doing this;
First method, get initial turn order by intitiative, then everyone
gets one action, keep the same turn order, but then continue going around the room in the same order until everyone
is out f actions. Re-roll, repeat until combat is over. Kind of abstract, but it works.
Second method, get Initiative normally then call out the highest number
say 20, 19, 18 until someone's number is called. That person goes, and subtracts 5 off of his original number,
the new number is when he/she gets to take his/her second action. Everyone goes in their turn order until they
are all out of actions. This attempts to ensure no one always goes first, and even if they do, someone will likely
be able to do at least one action before the super ace kills the whole party. Every sucessive action is penalized
by 5 points in Initiative, as is normal for Mekton there are no penalties for taking Multiple actions, but you
only get as many as are allowed by your Reflexes or Mecha Reflexes (plus any bonus actions for Newtype Abilites,
Thought Control systems or a V-Max system)
Combat Rules - Initiative - Snapshots
Second method addendum, now that we're fixing turn orders on a Reflex
ladder, another added ruling that I borrow from Cyberpunk is Snapshot. With this rule, any character may add three
points to his next action's Initiative IF he subtracts three points from his die roll. By sacrificing accuracy
for speed the character is able to whip off an unaimed shot, or quick punch, kick, or volley of missiles. Thus
a relatively slow character (or one that rolls bad) may actually go before a faster (better rolling) character,
but will probably have to dump his Luck points just to make the hit.
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