Rabbit Punches and Tyger Stripes
Mech Combat Streamlined
Feel Free to print this out and make notes for you specific mech
What follows is a step-by-step process of doing mech combat.
Step 1: Mech Tech
Make mech tech rolls (if damaged) for every power that has the “Mech Tech” limitation that you plan on using this round
Step 2: First Half Phase
Take 1/2 pha or 0 pha actions (like a half move, or talking with your allies)
Step 3: Determine Range
Either make another Half Pha non-attack (like another move) or Determine range penalty to target
Step 4: Perception Roll
Make Perception Roll with a targetting sense using whatever you can to offset range penalties. Most mechs have telescopic senses with both vision and radar.
Step 5: Choose attack
Choose attack and augmenting powers as appropriate. If the attack is a maneuver, take note of the effect on OCV and DCV.
Step 6: Assign levels
The mech has natural levels based on the success of Step 4. Other levels may apply as well based on the mech’s loadout.
Step 7: Take penalties
You will take penalties commonly based on range and/or whether you are targetting a part of the body. If you are targetting a focus, you are at -2 to hit.
Step 7: Roll to hit
Roll 3d6 and subtract your current OCV. If you miss, this ends your turn.
Step 8a: Effect
For weapons that do not lock-on (most attacks) or which lock-on with effect rolled, ROLL EFFECT
Step 8b: Lock on Effect
For weapons that lock on without effect, wait until the end of this pha or later segment and then roll effect.
Step 9: Record Damage
Your target takes note of effect. If a focus was targetted, the focus takes damage instead of the character. It may lose powers and/or be destroyed. If ablative defenses are used in defense, their activation roll is lowered (assuming damage is taken).