Movement:
Each mech(or vehicle) Is allowed to move (3 + AGI + appropriate traits) spaces.
Movement is capped at 8, UNLESS you upgraded you movement-appropriate traits and it reaches 9(the second cap, won't go any higher)
Combat and ranges:
Combat and ranges are separated in weapon types
Melee:
short range (unarmed or dagger-length) can hit from up to one block away. But can Initiate CQC.
long range (staff or scythe-length) can hit from 2-3 blocks away
Ranged: short range (pistol or SMG-type) can fire up to 6-8 blocks away AND can be used point blank
long range (rifle or cannon-type) can fire across the map BUT cannot be used point blank
(these ranges will be implemented for both in mech and out of mech combat. )
CQC: Short range weapons can initiate Close Quater Combat(CQC), In which the enemy can not escape unless the pass the escape test.
The escaped test: The initiated member must roll 3 die, then the initiator. If the Initiated rolls HIGHER than the initiator, they escape.
Items:
Items are a free move. So you can move, use an item, and then attack.
ONE per move.
Cover:
W.I.P.
Death:
When your HP reaches 0 in the mech, a few things happen.
When you die, You enter Last Stand.
In Last stand:
1. Your remaining PP becomes a Ticking HP.
2. Your PP will lower by 1 every turn.
3. Your movement is now 3 + Agility .
once pp reaches 0, you eject and have to repair the mech(or buy a new one).
Each mech(or vehicle) Is allowed to move (3 + AGI + appropriate traits) spaces.
Movement is capped at 8, UNLESS you upgraded you movement-appropriate traits and it reaches 9(the second cap, won't go any higher)
Combat and ranges:
Combat and ranges are separated in weapon types
Melee:
short range (unarmed or dagger-length) can hit from up to one block away. But can Initiate CQC.
long range (staff or scythe-length) can hit from 2-3 blocks away
Ranged: short range (pistol or SMG-type) can fire up to 6-8 blocks away AND can be used point blank
long range (rifle or cannon-type) can fire across the map BUT cannot be used point blank
(these ranges will be implemented for both in mech and out of mech combat. )
CQC: Short range weapons can initiate Close Quater Combat(CQC), In which the enemy can not escape unless the pass the escape test.
The escaped test: The initiated member must roll 3 die, then the initiator. If the Initiated rolls HIGHER than the initiator, they escape.
Items:
Items are a free move. So you can move, use an item, and then attack.
ONE per move.
Cover:
W.I.P.
Death:
When your HP reaches 0 in the mech, a few things happen.
When you die, You enter Last Stand.
In Last stand:
1. Your remaining PP becomes a Ticking HP.
2. Your PP will lower by 1 every turn.
3. Your movement is now 3 + Agility .
once pp reaches 0, you eject and have to repair the mech(or buy a new one).