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The game involves the use of piloted robots called 'mechas' in battles, inspired from mecha anime like Gundam, Evangelion, old
70's robot shows, and even western ones like Battletech and Warhammer 40k's Titans. The setting revolves around the planet
'Iwaku' and the various factions, both local and extraterrestial.
Contents
1 Setting
2 Character Creation
2.1 Creating a Pilot
2.1.1 Morale Level
2.1.2 Morale Gain
2.1.3 Defensive
2.1.4 Offensive
2.1.5 Morale
2.1.6 Repair
2.1.7 Traits
2.1.8 Seishin
2.1.9 Seishin Points
2.1.10 Pilot Creation CONCLUSION
2.2 Creating a Mecha
2.2.1 Armor
2.2.2 Energy
2.2.3 Functions
2.2.4 REQUIREMENTS
2.2.5 DEFENSE
2.2.6 OFFENSE
2.2.7 MORALE
2.2.8 REPAIR
2.2.9 TRANSFORM/SET-UP
2.2.10 Recap for Function Costs
2.2.11 Mecha Creation CONCLUSION
3 Gameplay Mechanics
3.1 Battle Turns
3.2 Moves during your Phase
3.3 COMBAT MECHANICS
3.3.1 Attacker
3.3.2 Defender
3.3.3 Round Conclusion
3.3.4 Example of Combat
3.4 Battle Conclusion
Setting
Link to Main Article: Iwaku Prime
The Setting was made to revolve around the default setting of the planet Iwaku Prime of the Iwaku System, the 2nd planet
orbitting the sun of 'Genesis', which they renamed Iwaku as they traded with extraterrestial traders.
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Character Creation
First, you are given a number of starting points for both your character and mecha. For entry level games, 30 points is advised.
You must then divide it between PILOT and MECHA. Depending on what kind of game it is, you can choose to allot more
points into pilot, making him a better pilot with whatever mecha he's given. or put more into mecha, if you don't expect to
switch around too much. It is recommended just to split it in half.
Creating a Pilot
Typically, points allocated to pilots roughly indicates their skill level.
0-5 points - Completely dependent on the machine. (Some kind of A.I. or autopilot)
6-15 points - Rookie/Grunt
16-25 points - Veteran /Competent Pilot
26-35 points - Ace Pilot
35+ points - Legendary Pilot
They have the following stats with these default values:
Morale Level
Morale represents a character's willingness to fight or to perform feats he would normally not do otherwise. By default, it is at 0,
representing a neutral state. This can then be raised or reduced due to various skills and conditions. It is used to grant stat
benefits and more specifically, for Trait and Function Requirements.
Morale naturally rises when:
The Battle rages on, represented by +1 every turn... Unless the battle has a special condition or if the GM decides to scrap
this rule.
Destroying or aiding in the destruction of 3 enemy units gives you +1 morale level.
Being lowered to 1/4 or to just 1 of your armor points gives you +1 morale level.
Being attacked 3 times, regardless of enemy's success/failure gives +1 morale level.
Being repaired or restored 3 times within a battle via the restore/repair function.
Other situations the GM mandates that raises morale.
Default morale can be increased by one at the cost of 5 starting points. However, it is advisable for GMs not to have default
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morale modified at character creation, and it is encouraged for GMs to simply decide a 'common' default morale on a case to
case basis. (depending on mission/situation.)
Morale Gain
These are optional abilities, representing the character's inborn ability to gain morale. Adding these costs 5 points.
Gain +2 at the start of battle.
Gain +1 for the destruction of one of your allies.
Gain +1 for getting damaged.
Gain +1 for the destruction of an enemy.
Gain +1 for avoiding damage. (Defense/Passive Defense)
Gain +1 for successfully using a restore/repair function.
Beyond these, the GM decides when you gain or lose Morale. This is just your 'default' morale gaining method.
Defensive
Defensive is a piloting skill that determines the amount of dice produced when using a function that reduces or avoids damage.
By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by
paying 1 starting point to add 1 to this skill's score.
Offensive
Offensive is a piloting skill that determines the amount of dice produced when using a function that deals damage to
armor/energy/morale. By default, you have a score of 1, which means you can produce only 1 die. You may increase the
number of dice produced by paying 1 starting point to add 1 to this skill's score.
Morale
Morale is a piloting skill that determines the amount of dice produced when using a function that raises or reduces morale. By
default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice produced by
paying 1 starting point to add 1 to this skill's score.
Repair
Repair is a piloting skill that determines the amount of dice produced when using a function that repairs or restores energy or
armor. By default, you have a score of 1, which means you can produce only 1 die. You may increase the number of dice
produced by paying 1 starting point to add 1 to this skill's score.
Traits
Traits are optional bonus stats that only produce bonus dice in specific situations. To create one, simply think of a pilot trait/tool
he would use that isn't necessarily part of the mecha. Then, allocate it to activate on one of your mecha's functions, giving it a
cost of 1 starting point for a score of 1. For each function it is added to in this way, it costs an additional 1 starting point to raise
it by a score of 1.
EXAMPLE: Paorou has a special visor for sniping, which he uses for his mecha's ultimate cannon attack. Said attack is an
Offense function at rank 5. Since he only uses it for this function it only costs 1 starting point to raise it to a score of one. Since
he has 3 starting points left, he can raise it up to a score of 3. That means he can produce an extra 3 dice whenever he ses his
ultimate cannon attack.
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You can also reduce the cost of a trait by applying a morale, armor, or energy requirement. this means that these traits can only
be used if the character meets a specific morale level or if he uses up armor or energy. The costs are below:
For every 1 morale level above 0 required for trait activation, reduce starting point cost by -1. Represented as <required
level>MOR. (i.e. 1MOR)
For every 1 energy point removed upon trait activation, reduce starting point cost by -1. Represented as <required
points>EN (i.e. 2EN)
For every 1 armor point removed upon trait activation, reduce starting point cost by -2. Represented as <required
points>ARM (i.e. 3ARM)
Depending on your GM, there may be other penalties or requirements for using the trait that he/she may allow.
EXAMPLE: Paorou's visor above is actually used for 2 functions, the ultra mega cannon, and a laser rifle. That means he has
to pay 6 starting points to have a score of 3 in this trait. He decides to reduce the score to 2, reducing the cost to 4. However,
he's still short by one point. He decides to add a requirement of 1 morale to reduce the starting point cost to 3.
In the case of a trait linked to a function that has multiple pools (for example, a hybrid morale offense), you must decide which
pool gains the bonus dice linked to the trait, prior to rolling for the function. The effects of Effort, Cheer and Accelerate only
occur after this has been done.
Seishin
Seishin are pilot abilities that bestow bonuses and specific effects to help in battle. They use seishin points upon activation in
battle. Unless specified in the effects, Seishin cannot be used twice in the same turn. By default, you can get a free 1 starting
point for the purpose of purchasing seishin. Each seishin has a different starting point cost, seishin point use, and effect that lasts
for the rest of the turn, so refer to the list below for more information:
FORMAT: Starting Point Cost - Name - Effect - Seishin Point Cost
1 - Invincibility - Take no damage on your next failed defense. - 1SP
1 - Flash - Automatically succeed the next defense. - 1SP
1 - Analysis - The GM reveals information on the stats of a target. You gain a +1 success to offense rolls made against
that target until end of turn. Can be used multiple times, but not on the same target/s. - 1SP
1 - Accelerate - Gain +1 die for all your actions until end of turn. In the case of functions with multiple pools, this grants
the bonus for all pools. - 1SP
2 - Concentration - Add +1 success to all your defense and offense roll until end of turn. - 1SP
2 - Lock-on - Automatically succeed your attacks until end of turn. If you have failed an attack roll, you may replace your
success rate with a success rate equal to the opponent's defense rate plus one. - 2SP
2 - Iron Wall - Take only 1 damage from each failed defense until the end of turn. - 3SP
2 - Focus - Increase your own morale level by 1 point. Can be used multiple times. - 4SP
3 - Intuition - Activate Lock-On and Flash's effects until the end of turn - 3SP
3 - Guts - Restore 1/3 of your own armor points, rounded down. Can be used multiple times. - 3SP
3 - Trust - Restore a target's Armor by 2 points. Can be used multiple times. - 3SP
3 - Direct Hit - If successful, the next attack is automatically a critical. - 3SP
3 - Inspire - Grant the effects of Lock-on to an ally until end of turn - 4SP
3 - Hot Blood - Double the damage of your next successful attack. - 4SP
4 - Luck - You may re-roll your next failed action. This is prior to any +1 successes, so you may still keep these bonuses
after. - 4SP
4 - Effort - You gain +5 dice for your next action. In the case of functions with multiple pools, this grants the bonus for all
pools. - 4SP
4 - Guts+ - Fully Restore your own Armor. - 5SP
4 - Resupply - Restore a target's energy to full. Can be used multiple times. - 5SP
4 - Bonds - Restore 1/2 of a target's armor, rounded down. Can be used multiple times. - 6SP
4 - Vigor - Raise your morale by 2 points. Can be used multiple times. - 6SP
5 - Empower - Restore an ally's Seishin points by 5. Can be used Multiple Times. - 6SP
5 - Soul - Multiply the damage of your next successful attack by 2.5, rounded up. - 6SP
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5 - Friendship - Fully restore a target's Armor points. Can be used multiple times. - 7SP
5 - Rouse - Grant the effects of Hot-Blood on an ally - 8SP
5 - Cheer - Grant the effects of Effort on an ally. - 8SP
6 - Courage - Activate the effects of Accelerate, Invincibility, Lock-on, Direct hit, and Hot Blood on Self - 9SP
6 - Love - Activate the effects of Accelerate, Flash, Lock-on, Hot-Blood, Luck and Effort on self. - 9SP
6 - Zeal - You may take another action this turn - 9SP
Seishin Points
Seishin Points are a score that represents how much Seishin you can use in a battle. Upon activation of a seishin, it's Seishin
Point cost is deducted from the Seishin Point Pool. Seishin Points can be restored by other seishin, and fully restored at the
completion of every battle. By default you have 2 seishin points. You can increase this by 2 points through paying 1 starting
point.
Example: Let's say I made a pilot with 15 starting points. I'll name him John.
John
Morale Level 0
Morale Gain for avoiding damage (5)
Defensive 5 (4)
Offensive 3 (2)
Morale 1 (0)
Repair 1 (0)
Trait: Sarcastic Remarks 2 - (Defense Function - Maneuver) (2)
Seishin:
1 - Accelerate (1)
1 - Analysis (0)
Seishin Points 4/4 (1)
(Total: 15)
Creating a Mecha
The starting points given to your Mecha give an idea as to how powerful the machine is.
0-5 points - Crappy machine miraculously held together by the pilot's skill.
6-10 points - Not suited for combat/Scout
11-20 points - Entry Level Battle Mecha
21-30 points - High-end Battle Mecha
30+ points - Experimental, Heavily Customized or Extremely Souped-Up Mecha
Mechas have the following default stats and values :
Armor 1 - Represents the mecha's 'life'. The unit is destroyed if this reduced to zero.
Energy 0 - An optional stat representing the mecha's fuel/ammunition/special energy source stocks. Mainly used for
Function and Trait requirements.
Functions - A mecha's options/actions for one turn depend on his Functions. These are usually built from scratch from
the section below, but you have 2 functions by default.
Offense Function 1 - This represents a default, weak attack, such as the robot's flailing limbs. You have to roll a 1
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to count a success when using this function. This can be further upgraded as per Offense Function instructions
below.
Defense Function 1 - This represents a default, weak defense, such as rudimentary armor. You have to roll a 1 to
count a success when using this function. This can be further upgraded as per Defense Function instructions below.
Modifications - Represents features and bonuses your mecha can grant in specific situations.
Armor
Armor represents how much solid hits your mecha can take after they have bypassed your defenses. By default, a Mecha has 1
armor. This means if 1 hit gets through to it, it gets reduced to zero - which means your mecha is out for the battle (see combat
resolution below). You can raise this by paying one starting point to grant 2 additional armor. Every point spent this way
increases it by another 2. For an idea of what armor represents:
1-4 is lightly armored. 5-9 is average. 10-15 is heavy. 15+ is usually already a battleship or something that large.
Energy
Energy represents special munitions, fuel, etc. Reserved for functions which have an energy requirement. Running out of energy
simply means you can't use those functions any more. By default, all mechs have a score of 0 to represent this abstract,
combined idea. Expending one starting point raises it by 3, 2 starting points raises it by 6, 3 starting points raises it by 9 and so
on and so forth.
Functions
Mechas also have traits called FUNCTIONS. These are basically the actions a mecha can use in battle. and are ranked from one
to 6, with 6 being the most effective. Here is a list of the general ideas for the Functions:
Think of what your mecha can do. Does it have cannons? Does it fight in melee? Does it have nanomachines? Does it have an
alternate form? Just like pilot traits - functions give a general idea of your mecha's abilities. A good way to start is to write down
the abilities of your mecha in a broad fashion. (or a very specific one, if thats your taste.)
Then decide what type of function it falls under:
DEFENSE - Abilities/Properties/Equipment that work to avoid attacks, be it armor, high-speed maneuvers or barriers.
ABSORB - A function that uses the robot's repair/self-regeneration to aid it's defenses. Allows the use of the Repair
Pilot skill to bolster the unit's defenses.
MORALE DEFENSE - A function that uses the pilot's will to directly affect his defense, be it through intimidating
his opponent or through manifesting his indomitable spirit through his mecha. Allows the use of the morale pilot
skill to aid in defense.
OFFENSE - Abilities/Properties/Equipment that work to deal damage, be it guns, swords, magic or beam cannons. Due to
the sheer amount of modifications one can have for Offense, only the basic, common subtypes will be placed here. Refer
to offense section below for add-ons.
HYBRID MORALE OFFENSE - A function that deals damage to armor and morale. May represent an
intimidating, horrific attack.
HYBRID ENERGY OFFENSE - A function that deals damage to armor and energy. May represent a nuclear bomb
with an EMP burst.
MORALE AIDED ATTACK - A function that allows the use of the morale pilot skill to aid in his attack. For
example, a will-powered final move.
MORALE - Functions that manipulate Morale. an inspiring song that awes opponents and empowers allies, for instance.
MORALE ATTACK - a function purely used to lower morale. An intimidating look over comms, for instance.
MORALE RAISE - a function purely used to raise morale. A cheer for your comrades, for instance.
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REPAIR - A Function that restores Armor. For instance, you have nanomachines that can travel over the air.
REPAIR SELF - A Function that restores your own Armor. For instance, you have a backup repair module.
REPAIR OTHERS - A Function that restores other allies' Armor. For instance, you have tools for repairing others.
ENERGY ATTACK - A purely offensive energy function. For example, an aimed attack to the opponent's energy cells.
DRAIN - An offensive energy function that slightly replenishes your own energy. For example, a wired pod that
drains and transmits electricity.
RESTORE - A function that restores energy. For example, you brought extra energy cells.
RESTORE SELF - A function that restores your own energy. For example, you have a backup energy module.
RESTORE OTHERS - A function that restores other allies' energy. For example, your mecha carries ammunition
for others.
SETUP/TRANSFORM - A function which allows you to 'unlock' another function you normally could not have afforded
with your starting points. Can only be aided by traits specifically made for this.
By default, you have an OFFENSE at rank 1, and a DEFENSE at rank 1. Feel free to modify these further.
REQUIREMENTS
Each individual Function has the option of adding requirements to lower their cost. Most functions also need to have
requirements to unlock the higher to maximum ranks.
These are the universal requirements:
For every 1 morale level above 0 required for trait activation, reduce starting point cost by -1. Represented as <required
level>MOR. (i.e. 1MOR)
For every 1 energy point removed upon trait activation, reduce starting point cost by -1. Represented as <required
points>EN (i.e. 2EN)
For every 1 armor point removed upon trait activation, reduce starting point cost by -2. Represented as <required
points>ARM (i.e. 3ARM)
Depending on your GM, there may be other penalties or requirements for using the trait that he/she may allow.
These requirements can be used for any function below:
DEFENSE
Refers to a function that works to avoid or reduce damage with the use of a defense roll. It works by rolling a number of 6-sided
dice equal to the pilot's defensive skill, and counting how many dice fall under this Function's rank. This number must then be
equal to or over the opponent's attack success rate to completely avoid damage. If you are attacked during your enemy's phase,
you have the option of using Total Defense rather than Counter-attack, which grants you either +1 die to your defense roll or by
reducing the damage received by one.
Base Cost: Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 starting points to rank up to 5 and then 6.
Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 5 or above defense function.
EXAMPLE: Your mecha has a retractable energy shield, which can be turned on or off. This can be a rank 3 defense with a cost
of 3 starting points.
Add-ons:
ABSORB/ REPAIR DEFENSE - Add the repair pilot skill to your defense rolls. Cost: Value equal to half the function's
base cost. (It's rank cost without addons.)
MORALE DEFENSE - Add the Morale pilot skill to your defense rolls. Cost: Value equal to half the function's base cost.
(It's rank cost without addons.)
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REDUCE DAMAGE - If it fails the defense roll, the function reduces the received damage by 1. Cost: 3 starting points.
CRITICAL DEFENSE - If the opponent succeeds his attack roll against this function and is able to deal critical damage,
reduce damage equal to his critical damage. This means an overwhelming attack's bonus damage is reduced to half. Cost:
3 starting points.
SUPPORT DEFENSE - Provided you have not yet been targeted or attacked this turn, you may defend an ally with this
defense function. For the defense portion of the combat round your unit literally takes the place of the ally's unit, and you
will take damage if you fail the defense roll. Cost: 1 Starting Point.
TOTAL DEFENSE - This Defense can only be used with the Total Defense Command. You may not use this defense
when counter-attacking or during the defense portion of your attack. Cost Reduction: Reduce starting point cost by half
the function's base cost. (It's rank cost without addons.)
OFFENSE
Refers to a function that deals damage to a target's armor. It works by rolling a number of 6-sided dice equal to the pilot's
offensive skill, and counting how many dice fall under this Function's rank. This number must then surpass the opponent's
defense success rate to deal at least one damage. If your successes are double or more than the opponent's own, you deal
CRITICAL DAMAGE, which is another point of damage by default. If your attack's successes is triple or more than your
opponent's defense you deal CRITICAL DAMAGE once more, which is by default, another point of damage. This is called an
Overwhelming Attack. An opponent who has no successes during his/her defense is considered defenseless, and you deal
overwhelming damage by default.
OPTIONAL RULE: If the total numerical results on your dice are higher than your opponent's dice, but you have just
performed an overwhelming attack, The opponent is instantly destroyed (No more damage calculations) by an Anomalous
Paradox. This represents the unstable and surprisingly violent nature of the RB Particle in Iwaku's Orbit.
If you are attacked during the opponent's phase, you may use an offense function as a counter-attack. This basically means you
can damage the opponent during their own phase.
Base Cost: Costs 1 starting point to raise the rank up by one, until rank 4, and costs 2 to rank up to 5 and to 6. Having at least
one Requirement in the form of Morale, Energy, or Armor is needed for a rank 5 or above offense function.
EXAMPLE: Your mecha has a powerful, tracking laser cannon. It can be best reflected as an EN1 Rank 5 Offense Function.
Add-ons:
HYBRID MORALE - The attack now deals damage to morale as well as armor. This works by rolling two attack rolls,
one using the offense skill and the other using the morale skill, both rolling under this function's rank. The offense skill
attack roll works as a base offense function, complete with critical damage rules. If the morale skill attack roll overcomes
the defense, the opponent loses one morale point regardless of success rate. However, the morale attack roll is completely
independent of the offense attack roll - it can still deal morale damage when the normal offense has failed. Cost: Value
equal to the function's base cost. (It's rank cost without addons.)
HYBRID ENERGY - Reduces opponent's energy by 1 if the attack roll is successful. Cost: Value equal to half the
function's base cost. (Rank cost without addons.)
MORALE-AIDED - The attack roll now includes morale skill to increase the dice of the armor attack roll. Cost: Value
equal to half the function's base cost. (Rank cost without addons.)
COUNTERSTRIKE - The usage of this attack takes precedence when assaulted during the opponent's turn. Cost: 2
starting points.
MULTI-TARGET - The attack allows the addition of another target for your attack roll. The single attack success rate as
a result of the roll is compared with the defense rates of each individual target. The additional targets beyond the 'primary'
one may only use total defense command if they do not have a support attack - by default, only the primary target can
attack during the defender's combat round. If the primary target has an ally Support Defend him/her, it gets to avoid
damage as per support defense rules. Cost: 3 starting points per additional target.
LONG-RANGED - When used during your phase, the opponent cannot use the counter-attack command unless he uses a
function similarly modified with the Long-ranged add-on. Cost: 5 starting points.
STUN - If the attack successfully hits, the target cannot take any further actions for the rest of the turn. They may only
make defense rolls when attacked. Cost: 4 starting points.
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INCREASED DAMAGE - Increases base damage done by this attack by +1. Cost: 3 starting points for each iteration.
IMPROVED CRITICAL - Increases Critical damage done by this attack by +1. This is doubled when the unit achieves
Overwhelming attack. Cost: 2 starting points for each iteration.
SUPPORT ATTACK - Allows you to attack in place of an ally with this function, provided you have not yet attacked or
used a function that expended your turn. This can be used when your ally has gone with the total defense command. Cost:
1 starting point.
EXAMPLE: For instance, your mecha has a machine gun he can quickly use for strafing, always firing first. It falls under an
Assault Function with Counterstrike at rank 2, which costs 4 starting points. (2 ranks in attack and another 2 for counter)
MORALE
Refers to a function that can raise or reduce morale level. It works by rolling a number of 6-sided dice equal to the pilot's morale
skill, and counting how many dice fall under this Function's rank. These dice are called successes, and their number is the
morale success rate. The effects then depend on the target:
In the case of opponents, this calls combat - the opponent can defend and then counter-attack. You might have to perform
a defense roll as well. This number must then surpass the opponent's defense success rate by at least 1 success to reduce
his morale by one. If your successes are double or more than the opponent's own, you reduce his morale by 2 points. This
is called a MORALE ATTACK.
In the case of allies, This number must then surpass his current morale level to increase it by one. If all of your dice are
successful, you raise it by 2 instead. This is called a MORALE RAISE.
Base Cost: Costs 3 starting points to raise the rank up by one, until rank 4, and costs 4 starting points to rank up to 5 and then 6.
Having at least one Requirement in the form of Morale, Energy, or Armor is needed for a rank 4 or above morale function.
Addons:
MORALE ATTACK - Convert your morale function to purely affect opponents. Cost Reduction: Reduce this function's
cost by half it's base function value, rounded down.
MULTI-TARGET - The attack allows the addition of another target/victim for the morale attack roll. The single
attack success rate as a result of the roll is compared with the defense rates of each individual target. The additional
targets beyond the 'primary' one may only use the total Defense command if they do not have a support attack - by
default, only the primary target can attack during the defender's combat round. If the primary target has an ally
Support Defend him/her, it gets to avoid morale damage as per support defense rules. Cost: 3 starting points per
additional target.
MORALE RAISE - Convert your morale function to purely affect allies. Cost Reduction: Reduce this function's cost by
half it's base function value, rounded down.
MULTI-TARGET - The attack allows the addition of another allied target for the morale raise roll. The single
attack success rate as a result of the roll is compared with the morale level of each individual target. Cost: 3 starting
points per additional target.
LONG-RANGED - The opponent cannot use the counter-attack command unless he uses a function with the LONG-
RANGED add-on. Cost: 5 starting points.
REPAIR
Refers to a function that restores armor. It works by selecting a target, then rolling a number of 6-sided dice equal to your pilot
repair skill, and counting how many dice fall under this function's rank. If you overcome the the target's armor with your success
rate, you have restored one point of damage. If your success is double the target's armor, restore two points of armor.
TRANSFORM/SET-UP
Refers to a function that allows the creation and 'unlocking' of additional pre-determined function/s that would have otherwise
not been available with your starting points. This could be a cannon that requires a turn dedicated to set-up, or a second form
that requires a transformation sequence.
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It works with the creation of a function, or a number of functions and then calculating the starting costs.
- You may reduce the cost of the locked function by marking one of your existing functions for removal upon transformation.
Place this under your Locked Function and mark as Remove. Deduct the starting points spent for the creation of this trait from
the cost of your locked function/s costs.
EXAMPLE: that the above net is still too expensive. You decide that the transformed mode loses a DEFENSE function, your
retractable shield at rank 3. You decide to remove it, lowering the LOCKED cost by about 3 points. This reduces the SP cost for
each rank of the Transform function to 2 SP up until rank 4, and double for 5 and 6. You now only need 5 successes to
transform.
- Transforming can be undone starting on the next turn. It counts as a function similar to transform, which uses up the turn, but
automatically succeeds, returning the allowed use of REMOVED functions and reverting LOCKED functions.
By default, your mecha has a Passive Defense function at rank 1. This represents either natural mobility or ability of your mech
to deflect blows. Ranking up to rank 2 and beyond is as normal. You can choose to get rid of it and gain an additional starting
point to be used for the creation of other functions.
Example: Let's say you have 10 starting points. Let's make a mecha with what we've learned so far.
John's Akenaton
Armor 3 - 1SP
Energy 5 - 1SP
You can also just take some pre-made Mechas from the setting here: Unity Charter Mechas
Gameplay Mechanics
The primary method of resolving problems in this game is by selecting a function, then rolling a number of dice equal to the
relevant pilot skill's score (depends per function and add-on) and counting how many of those dice fall under or on the
function's rank. These dice are called successes/successful dice and their count is called a success rate.
If your success rate beats a difficulty score or an opponent's success rate - your function has succeeded. If not, it has failed.
Depending on the function type, the number of successful dice over your opponent's have specific effects, such as criticals and
double restoration. These have been detailed in the functions themselves.
Battle Turns
In SRW Iwaku, the battle rules mainly cover missions, otherwise called battles. Actions in battles are organized into turns.
Turns are split in 2 phases.
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Your phase
Enemy phase
After the Enemy phase ends, a new turn begins with your next phase.
During your phase, a unit can use seishin (provided you have it) then, you can make one move in the form of your functions -
either an Offense, or one of any other function (besides defense) you have. As soon as your unit uses up his move, you move on
to the next allied unit, until you haven no more allied units to control.
Then the enemy's phase begins.
The enemy phase is the same as your phase, except the opponent's units perform their moves.
COMBAT MECHANICS
This section deals with the combat round and the functions used.
A Combat round is called when a player declares an attack on a target. This attack can be in the form of an Offense, Morale, or
Energy Attack. The person calling combat is called Attacker, and the target is called Defender. Combat is divided into two
'rounds', with the attacker attacking the defender first, and the defender choosing between gaining a defense bonus from total
defense, or defending and then counter-attacking.
Attacker
The Attacker first sees what pilot skills, traits or bonuses he has for this offense function (seishin, add-ons, modifications, etc.)
and combines them, coming up with a total number of 6-sided dice for his attack roll. He then rolls these dice and counts how
many of them fall under the offense function's rank. This is his attack success rate.
The Defender has to decide if he wants to counterattack or to go total defense. If he decides to go total defense, he can choose to
get an extra die for his defense roll, or to reduce damage by one in case the attack goes through. If he decides to counter-attack,
he doesn't get such bonuses, but gets a chance to strike back at his opponent during the turn.
After making his decision, the defender rolls the total number of 6-sided dice he can get from total defense or any other bonuses
and counts how many of these dice fall under his chosen defense function's rank.
Overcoming the defender's total defense means the attacker deals base damage to the target. By default this is one armor point.
This initial damage can be increased with the special effect 'Increased Damage'. Having double or more means the attacker has
achieved critical.
In the case of Hybrid Morale/Energy attacks, you have to roll two different attack rolls against one defense. One deals
damage to armor, and is called the offense attack roll, the other is called the morale/energy attack roll, depending on the
secondary. The two attack rolls are independent from each other. You may not have dealt damage to armor but you
reduced his morale, etc.
In the case of multiple targets, the attacker must use the same attack roll success rate and compare it with each individual
target's defense roll success rate. He then deals damage to the targets who have failed against his attack roll.
In the case of an opponent with counterstrike, the roles are reversed. The Defender will attack the Attacker first, and he
will be forced to use Defense first, if available.
After calculating this, you have reached the 2nd half of a combat round.
If the defender's Armor Points are Zero or less, he may no longer make his counterattack, and is destroyed. Combat Ends.
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If the defender's morale has reached -5 or less, he does not perform a counterattack and escapes from battle. Combat
Ends.
If the defender still has armor and enough morale, he may perform a counterattack. It is then your turn to perform a
Defense.
Defender
If the you are attacked during the enemy phase, you are the defender. The attacker is the opponent, calling combat during the
enemy phase. you have the option of total defense or counterattacking. If you have chosen total defense, you gain bonuses to
defending against an attack, but cannot counterattack.
Counterattacking allows you to use an attack function after the opponent has attacked. You choose an offense function and roll
an attack roll. It is the attacker's turn to make a defense roll. Unlike you he does not have the option of gaining bonuses from
total defense.
After this:
If the attacker's Armor Points are Zero or less, he is destroyed.Combat Ends.
If the attacker's morale has reached -5 or less, he escapes from battle. Combat Ends.
If the attacker still has armor and enough morale, combat end, and his turn is used up.
Round Conclusion
After both sides have performed their functions, combat round is over.
Add morale to all concerned units if a condition is met.
GMs may want to assign points if they have character/mecha growth in mind. See next section - UPGRADING AND
IMPROVING for more details.
Example of Combat
Battle Conclusion
By default, a Battle concludes in your victory when there are no more enemy units on the battlefield. Whether you do this by
demoralizing the opponents, or by plain destroying their robots, or by forcing them to surrender - is up to your mecha's abilities.
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Category: Homebrew Settings
This page was last modified on 7 June 2009, at 07:35.
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