ATTACKS :LaLancerKnivesout:

Mechs attack using the SKIRMISH, BARRAGE, QUICK
TECH, FULL TECH, and IMPROVISED ATTACK actions.
Characters on foot attack using the FIGHT action.
Whichever action is taken, the details of attacks are
determined by the weapons or systems that are used.
There are three types of attack in mech combat:
melee, ranged, and tech.

:LaLancerD20: MELEE ATTACK :LaLancerMech:

The attacker chooses a target within weapon
THREAT :LaLancerThreat: and line of sight, then rolls 1d20:LaLancerD20::, plus GRIT and any ACCURACY:LaLancerAccuracy: or DIFFICULTY:LaLancerDifficulty:. To hit, they must match or beat the target’s EVASION.
Melee attacks ignore cover.

:LaLancerD20: RANGED ATTACK :LaLancerRanged:

The attacker chooses a target within weapon
RANGE :LaLancerRanged:: and line of sight, then rolls 1d20:LaLancerD20:, plus GRIT and any :LaLancerAccuracy:ACCURACY or :LaLancerDifficulty:DIFFICULTY. To hit, they must
match or beat the target’s EVASION.
Characters that are adjacent to hostile targets (and thus ENGAGED) take +1:LaLancerDifficulty: on all ranged attacks.
When firing at targets in soft cover, characters take +1:LaLancerDifficulty: on ranged attacks; hard cover imposes +2:LaLancerDifficulty:.

:LaLancerD20:: TECH ATTACK :LaLancerTechactionlight:

The attacker chooses a target within their SENSORS and line of sight, then rolls 1d20:LaLancerD20:, plus TECH ATTACK and any :LaLancerAccuracy:ACCURACY or :LaLancerDifficulty:DIFFICULTY. To hit, they must match or beat the target’s E-DEFENSE.
Tech attacks ignore cover.

:LiScan: CRITICAL HITS :LaLancerImpact:

A 20+ on a melee or ranged attack causes a critical
hit. On a critical hit, all damage dice are rolled twice
(including bonus damage) and the highest result from
each source of damage is used. For example, if a
player got a critical hit on an attack that would
normally deal 2d6⚅ damage, they would instead roll
4d6⚅ and pick the two highest results.

RANGE AND PATTERNS :LaLancerRanged:

RANGE:LaLancerRanged: is measured from any edge of the attacking
character, unless specified otherwise. Targets must
be inside RANGE to be valid targets. On a grid, that
means targets must be at least 1 space inside a char‐
acter’s RANGE to be attacked.
Some weapons and systems have special attack
patterns: LINE:LaLancerLinepattern:, CONE:LaLancerConepattern:, BLAST:LaLancerBlastpattern:, and BURST:LaLancerBurstpattern:.
These attacks affect all targets within a defined area.
A separate attack roll is made for each target, but
damage is only rolled once and bonus damage is
halved if there are multiple characters affected. For
any ability or effect calling for you to choose a target
or targets within RANGE, a weapon with a pattern can
choose any target that could be hit by its pattern.

BURST EXAMPLES :LaLancerBurstpattern:

Lancer_BurstRadiusSize1.png
Lancer_BurstRadiusSize2.png

BLAST EXAMPLES :LaLancerBlastpattern:

Lancer_BlastRadius.png

CONE EXAMPLES :LaLancerConepattern:

Lancer_ConeRadius1.png
Lancer_ConeRadius2.png

LINE EXAMPLES :LaLancerLinepattern:

Lancer_LineRadius.png[1]

ATTACKS WITH RANGE :LaLancerRanged:

Some LINE, CONE, BURST, and BLAST attacks list a RANGE. In these cases, the attack’s origin point can be drawn from a point within the range specified and line of sight. For example, an attack with Line 5 and Range 10 would affect a LINE 5 area starting from any point within RANGE 10.


  1. I mean, it's a line..... ↩︎

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