Difference between revisions of "Machinery"

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Your steadiness and expertise with various tools and [[vehicle]]s.
 
Your steadiness and expertise with various tools and [[vehicle]]s.
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*'''Aim.''' You use an action and try to hit an opponent within [[range]]. You roll your check against your study score. [[Cover]], [[range]], and [[visibility]] modifiers apply normally. Your target must be in front of your [[flank]] and may not [[overlap]] your area. The target may contest your attack with a [[block]] or a [[dodge]], but not a parry unless you are within the target's [[reach]].
 
*'''Build.''' You use a project to build or repair an item. You will need [[materials]] and a special location. Building is a complication and the target is equal to the amount of material you need. The amount of material is based on the enc of the finished item, with each area of size equating to 25 enc. On a failed check you use up material equal to your margin as a consequence.
 
*'''Build.''' You use a project to build or repair an item. You will need [[materials]] and a special location. Building is a complication and the target is equal to the amount of material you need. The amount of material is based on the enc of the finished item, with each area of size equating to 25 enc. On a failed check you use up material equal to your margin as a consequence.
 
*'''Douse.''' You may use a [[snap]] check against your operate score to put out fires. If you succeed you eliminate 1 [[burn]] from target within reach.  
 
*'''Douse.''' You may use a [[snap]] check against your operate score to put out fires. If you succeed you eliminate 1 [[burn]] from target within reach.  
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*'''Jam.''' You may use an action to attempt to break an item. This is a contest between your score and the machine's strength. If you win it suffers a destruction marker if it doesn't already have one. An item with any hits remaining is immune to jamming. Note that you don't have to jam a machine, you can just attack it and attempt to do enough trauma to get the same result.
 
*'''Jam.''' You may use an action to attempt to break an item. This is a contest between your score and the machine's strength. If you win it suffers a destruction marker if it doesn't already have one. An item with any hits remaining is immune to jamming. Note that you don't have to jam a machine, you can just attack it and attempt to do enough trauma to get the same result.
 
*'''Steer.''' You may use an action to control your [[vehicle]]'s movement. You must be in the helm [[position]]. The vehicle moves during your reflex, and you must check against your operate score. If you don't use the action or fail the check then the vehicle will move its current speed in it's current facing. If you use the action and succeed then you may alter the vehicle's speed and direction, and use your [[guard]] to [[dodge]] with the vehicle. This dodge uses your operate score and your success margin may not exceed the vehicle's current speed.
 
*'''Steer.''' You may use an action to control your [[vehicle]]'s movement. You must be in the helm [[position]]. The vehicle moves during your reflex, and you must check against your operate score. If you don't use the action or fail the check then the vehicle will move its current speed in it's current facing. If you use the action and succeed then you may alter the vehicle's speed and direction, and use your [[guard]] to [[dodge]] with the vehicle. This dodge uses your operate score and your success margin may not exceed the vehicle's current speed.
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*'''Suppress.''' You need a [[range]] weapon to attempt a suppress, and the check is identical to an aim attack. However in place of effects you instead contest the target's attempts to aim. You must have a valid attack line to suppress a target, but you do not suffer [[cover]], [[range]], or [[visibility]] modifiers.
 
*'''Use.''' You can use an action and a successful check to activate or deactivate machines, or use them for their intended purpose. On a failure the machine will either suffer damage or do damage, depending on its nature.
 
*'''Use.''' You can use an action and a successful check to activate or deactivate machines, or use them for their intended purpose. On a failure the machine will either suffer damage or do damage, depending on its nature.
  
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*[[Repair]]
 
*[[Repair]]
 
*[[Sail]]
 
*[[Sail]]
*[[Wreck]]
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*[[Shoot]]
  
 
==See Also==
 
==See Also==

Revision as of 23:09, 24 June 2014

Your steadiness and expertise with various tools and vehicles.

  • Aim. You use an action and try to hit an opponent within range. You roll your check against your study score. Cover, range, and visibility modifiers apply normally. Your target must be in front of your flank and may not overlap your area. The target may contest your attack with a block or a dodge, but not a parry unless you are within the target's reach.
  • Build. You use a project to build or repair an item. You will need materials and a special location. Building is a complication and the target is equal to the amount of material you need. The amount of material is based on the enc of the finished item, with each area of size equating to 25 enc. On a failed check you use up material equal to your margin as a consequence.
  • Douse. You may use a snap check against your operate score to put out fires. If you succeed you eliminate 1 burn from target within reach.
  • Fix. To repair an item the target is half the target to build it. If the item has hits divide that by the number of hits, and each time you reach that target you repair a hit. Repairing an item only requires material to cover your failure margin. If you don't have material, the consequence becomes damage to the item instead. You may repair an item you couldn't build, but you suffer a penalty (-2) when you do so.
  • Jam. You may use an action to attempt to break an item. This is a contest between your score and the machine's strength. If you win it suffers a destruction marker if it doesn't already have one. An item with any hits remaining is immune to jamming. Note that you don't have to jam a machine, you can just attack it and attempt to do enough trauma to get the same result.
  • Steer. You may use an action to control your vehicle's movement. You must be in the helm position. The vehicle moves during your reflex, and you must check against your operate score. If you don't use the action or fail the check then the vehicle will move its current speed in it's current facing. If you use the action and succeed then you may alter the vehicle's speed and direction, and use your guard to dodge with the vehicle. This dodge uses your operate score and your success margin may not exceed the vehicle's current speed.
  • Suppress. You need a range weapon to attempt a suppress, and the check is identical to an aim attack. However in place of effects you instead contest the target's attempts to aim. You must have a valid attack line to suppress a target, but you do not suffer cover, range, or visibility modifiers.
  • Use. You can use an action and a successful check to activate or deactivate machines, or use them for their intended purpose. On a failure the machine will either suffer damage or do damage, depending on its nature.

Unlock Abilities

A high score in operate is required for some abilities:

See Also

Skill Cost

Template:SkillCost


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