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Outlanders - Mechanics

funnio987 Jan '18  /  edited Jan '18

Mechanics



1. Prestige/Service Medallions
2. Base Mechanics
3. Mech Mechanics
funnio987 Jan '18  /  edited Jan '18

1. Prestige/Service Medallions

Prestige is a statistic that is unique to every player character. It is an estimate amount of how well-known that character is known throughout the galaxy. Whether or not that character is well regarded or not is based on that character's overall personality and actions in events that has gained them considerable amounts of prestige in the past.
Prestige is naturally earned as players progress throughout the plot but can also gain prestige through several ways. Winning major battles, duels, completing important missions, befriending notable aristocrats and other similar actions can all add onto a character's prestige.
Prestige also determines the amount of customisation a character is allowed with their mech. The higher the prestige, the more resources their respective faction is willing to provide for them.

Service Medallions provide a quick boost of prestige. Depending on the medallion, the prestige boost can be rather large. These can be earned during battles or missions in which some commendable effort has been achieved.
funnio987 Jan '18

2. Base Mechanics

Combat mechanics and rules for Outlanders Base Mechanics are listed below. Over time I may add some more stuff if I find things a bit overpowered/lacking.
Though this game involves mechs, combat will not always be solely centered around mechs. There will be plenty of out-of-mech combat, so keep these in mind.

Traits and Use in Combat

Might: Used for melee combat and other things involving strength. Melee attacking, melee defending, holding something up, carrying an object etc.
Agility: Used for ranged combat and other things involving dexterity and stealth. Using guns, throwing things, dodging, aerobics etc.
Wisdom: Used for charisma, knowledge rolls, perception rolls, hacking etc.

Moons and Skulls


Moons on both sides (enemies and players) can do the following:
- negate cover
- negate dodging/evade
- destroy cover
- kill, fatally injure
- and whatever applies at the time

Skulls on both sides (enemies and players) can do the following:
- damage/destroy their weapon/equipment
- destroy cover
- kill/fatally injure
- status debuff

Death

When a character reaches 0 health, a roll containing 5 dice is rolled. Depending on the amount of stars, the character will lose a limb or sustain a major injury. This is to encourage teamwork and to discourage suicide attacks.
After a character reaches 0 health, they must be stabilized with bandages, medicinal herbs or another healing item within 3 rounds or else they will perish. Permanently.
1 star - Loss of something small, such as a finger or ear.
2 stars - Loss of something semi-significant, such as a hand.
3 stars - Loss of something significant, such as an arm.
4 stars - Loss of something even more significant, such as a leg or jaw.
5 stars - Loss of something extremely significant, possibility of all things above depending on the cause.
Moon - No damage, miraculous survival.
Skull - Equivalent to 5 stars, but with even more.

Power Use


In Outlanders, power has several uses. It can be used normally to add stars to a single roll and other combat related rolls. They can also be applied to other rolls depending on the situation.

Ammunition

Ammunition is unlimited in Outlanders but has to be reloaded. If you're in combat and you run out of ammo in a magazine, you have to use a turn to reload it. You may also reload before and after battle.
Weapons that are not explicitly given stats are purely flavor and share the same amount of ammo across. For example, if you shoot once with a carbine and switch out for another carbine, it will still count as shooting once. Unless you switch out for another type of firearm or a weapon that has unique stats.

Movement


In a turn, a character can move a maximum of 5 squares. You may not move diagonally. If there is cover, you use two of your movement squares to go over it.
If you wish, you are able to sacrifice your combat turn to gain 5 more squares of movement.

Defence

Characters have three options when it comes to protecting themselves. The option to use certain types of defence depends on a character's stats, equipment and the enemy's weapon. They are listed below:
- Blocking: Typical blocking, a might roll. The amount of stars rolled = the amount of damage prevented. Having a omni-shield disregards a roll for defence but is only usable a limited amount of times. Furthermore, they must be pre-prepared beforehand. Blocking is available to all characters but can only be used during melee defence. In the case of an omni shield, it can also be used in ranged.

- Dodging: Typical dodging, an agility roll. The amount of stars rolled = the amount of damage evaded. Requires a minimum dexterity stat (any traits related to dexterity + reactions) of 3 to be able to use it.

Cover System


In Outlanders, cover plays a large part in gun vs gun combat. It negates damage and could possibly save your character's life. What type of cover your character is behind will be explained if needed to but pretty self explanatory.

No Cover: If your character is not behind any cover, they receive full damage.
Half Cover: Negates one star of damage. It can be destroyed with explosives. Ex: Rubble.
Full Cover: Negates two stars of damage. It cannot be destroyed by explosives. Ex: Walls.

Explosives

Explosives have differing uses and types. They will be found and used throughout the campaign.

- Basic explosives can destroy cover and affect a 3x3 block area. They have a base damage of three.

Prestige

Affects the enemy's morale and willingness to flee. An incredibly high prestige amount may cause weaker-willed enemies to flee at the sight. A character with an average amount of prestige may even be able to convince enemies to retreat through charisma checks.

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