Author Topic: Hawk Works House Rules  (Read 2682 times)

Offline Heron

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Hawk Works House Rules
« on: June 03, 2008, 10:19:40 PM »
Base system: SC/Maccross II/UN SPACY Database

Perception: A New Attribute for Macross Characters
modified
by Stanley Bundy 2/17/1999

Danger Sense - What it does: Making a successful Danger Sense check allows the character to dodge, parry or roll with an attack that normally would have been a surprise attack (with no defense). Such a roll would be a straight dice roll, with the character's total initiative modifier added to the roll (normal P/D/R bonuses don't apply). Optionally, the character can opt to do a simultaneous return attack instead of avoiding the attack, but again, gets no bonuses other than what is normally his bonus to initiative rolls.

Negative Modifiers for low perception: this works the exact opposite way as normal checks. The character must make the Danger Sense check or SUFFER the penalty. Therefore, a person with a 4 Perception has a -2 to initiative 96% of the time, but can avoid it by rolling 4 or less on the Danger Sense check.

  Perception Score | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
-------------------+---+---+---+---+---+---+---+---+---+----+----+----+----+----+----+----+----+
  Danger Sense (%) | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 10 | 10 | 10 | 10 | 10 | 15 | 20 |
  Initiative Mod.  |-5 |-4 |-3 |-2 |-1 |   |   |   |   |    |    |    |    |    |    | +1 | +1 |

  Perception Score | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |
-------------------+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+
  Danger Sense (%) | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 64 | 68 | 72 | 75 | 78 | 80 | 82 |
  Initiative Mod.  | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 |

  Perception Score | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 |
-------------------+----+----+----+----+----+----+----+----+----+----+----+----+----+
  Danger Sense (%) | 84 | 86 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 |
  Initiative Mod.  | +6 | +7 | +7 | +7 | +8 | +8 | +8 | +9 | +9 | +9 |+10 |+10 |+10 |

Combining Perception with Mecha Use:

Danger Sense only applies against threats that don't appear on the vehicle's sensors. In power armors, there are no penalties to the Danger Sense roll, but the chance is halved in mecha. Of course, if a vehicle loses its radar, Danger Sense may be the only warning of an attack from behind. In a way, this type of Danger Sense use is based in intuition, not senses. Initiative bonuses still apply in these war machines, in that the character can more easily take in the action on the battlefield, and adjust attacks accordingly.

Updates to continue.
« Last Edit: June 12, 2008, 10:44:46 PM by Heron »

Offline Heron

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Re: Hawk Works House Rules
« Reply #1 on: June 17, 2008, 08:05:08 PM »
    * All combat actions are half.  The opposing half are consumed by defensive actions, transformations and reasonable amounts of movement during the melee round.  All partial actions are rounded up (eg: 3/2=1.5:=2.  4/2=2.  7/2=3.5:=4)  All defensive actions are considered to have all applicable bonuses as if an action was spent on it.
    * All defensive actions are free.  But, if you want more than 1 flare/squid/etc., it must be called.
    * Transformation is free.
    * Activation of PPB is free.
    * If there is a change in movement that takes place after an action, full-dodge, transformation or attack, it is free.  (Therefore the following is all possible in one action: transform to battroid, turn around, shoot tailing missiles with a gun pod, transform back to fighter and resume original heading.  Of course, stating it as "transform to battroid, shoot missiles with gunpod, transform back to fighter" also works.)
    * Missiles are ineffective versus other missiles.  Gunpod and AA lasers are extremely effective against missiles.
    * When the AA laser is fired in a spray, 2D6 missiles are hit.
    * Change to: http://www.macrossroleplay.org/Sketchley/SFAQ.htm#Shooting_Missiles
      Gun pod Long burst (spray) or greater: hits 1D6 missiles per 10 rounds fired.  50% +5% per hit chance of fratricide.
      In almost all cases, if a missile is hit, it?s as good as destroyed.
    * Laser Communications cost one action to set up and talk.  The skill to use it is Radio:Advanced.
« Last Edit: September 14, 2008, 03:05:05 PM by Heron »