Post by soak314 on Sept 5, 2012 20:56:37 GMT -5
DIGIMON: D.A. SOAKMOD: COMBAT ACTIONS
These are some homebrew rules I've done for Digimon DA, and are specifically tailored for the combat portion of the game. All Actions are essentially full actions and take the entirety of the user's turn.
-MOVEMENT-
Shift: Change your range from a specific target, either from Far to Close or vise versa. May be integrated with either Charge Attack or Fallback Fire.
Fly: A special movement action unique to digimon with the [Flyer] tag. Spend a turn to launch the Digimon into the air. Once in the air, the digimon is considered to be Far relative to any digimon on the ground.
*FLIGHT MODE*
Shift actions may be made towards ground based targets, but the flyer will exit flight mode at the end of the action. [Ranged] attacks towards ground targets may be made at half of your attack dice rounded down. Non-flyers may not attempt any Shift movement actions towards the flying digimon.
If two digimon are flying, they may follow basic combat rules when engaging each other, including Shift movement actions and melee attacks. The penalty to ranged attacks remains, as it will be difficult for the digimon to focus on both maintaining flight and taking good aim.
*FALLING*
Pin Falls: Pinning in a mid-air Clash will result in both digimon falling to the ground. The Fall will start upon successful initiation of the pin, and will conclude on the pinner's next turn. At the start of the next round, roll a contested Clash roll as usual. The winner of this roll will not get to make any actions, but will only take 1d6-2 damage from the fall. The loser will take 1d6-2 plus his Clashing Size modifier, and will not be able to make any actions as well. So if a Huge digimon were to lose the Clash roll, he would end up taking 5 + (1d6-2) damage. If damage is reduced to zero or less due to size modifiers or low rolls, digimon take no damage. Both Digimon will start the next round Close to each other, on the ground, Clash broken.
Status Falls: If a digimon is subjected to either the [Stun] or the [Paralysis] status effect while in flight, he will begin to fall. The fall starts on the round he is afflicted with the status, and is concluded on the start of his turn during the next round. The digimon will take 1d6-2 damage plus his size modifier damage once he hits the ground.
Falling on others: In cases where a Digimon would land on another at the end of a fall, the falling digimon would take 1d6-2+size fall damage as per the usual. The digimon it lands on will take Slam damage (refer to the Slam Damage entry at the near bottom of this post).
-ATTACKS-
Standard Attack: Execute a [Melee] or a [Ranged] attack using your regular dice.
All-out Attack: Execute a [Melee] or a [Ranged] attack with twice the attack dice. Until your next turn, halve your defense dice, rounded up.
Charge Attack: May only be attempted if moving into Close Combat from a Far range. May only be used with with [Melee] attacks. Roll at half your attack dice rounded down. Your attack is considered to have the [Crash]* property. Charge Attack counts as a Shift movement action.
Fallback Fire: May only be attempted if moving away from close combat, into a Far range. You may Make a free [Ranged] attack at half your attack dice, rounded down. This attack does not need to target the Digimon/s you were in Close Combat with. Fallback Fire counts as a Shift movement action
Point Blank Blast: May only be attempted when in control of a Clash. May only be used with [Ranged] attacks. Make the attack at half the dice (rounded down), but treat it as having the [Crash]* property. Making this action removes the -3 penalty to the defender's defense that a Clash attack would usually entail.
*[Crash] labeled attacks do not allow the unfortunate recipient to make defensive rolls. Any successful dice will deal damage straight out.
-DEFENSE-
Stand Firm: Declare this action as soon as your turn starts. Your defensive dice are doubled until your next turn, but you may not make any other actions. You cannot declare this action in a Clash.
Hold Back: You may choose to delay your turn, forfeiting any actions for the current round, but gaining a free Standard Attack or Shift movement action at the end of the round, before the next one begins. You cannot declare this action in a Clash.
-CLASHES-
Toss: When attempting to toss one digimon towards another, the attacker must pass be in a controlled clash, and must specify a digimon at Far range he wants to try and hit with the toss. The tossed digimon takes damage as usual, and the digimon who takes the toss will have to take Slam Damage. These two digimon will end up in Close proximity to each other after the throw.
*SLAM DAMAGE*
If a digimon is hit by another digimon, either through tossing or dropping shenanigans, he is considered the victim of a Slam. Slam damage is determined by checking the Clashing Size Modifier of the slamming digimon, and comparing it to the Clashing Size Modifier of the digimon to be slammed. The difference of their modifiers would be the final damage dealt. Same sized digimon will always end up with 1 point of slam damage. Slam damage is only applied to the victim, not the digimon doing the slamming. Refer to the table for something less confusing.
These are some homebrew rules I've done for Digimon DA, and are specifically tailored for the combat portion of the game. All Actions are essentially full actions and take the entirety of the user's turn.
-MOVEMENT-
Shift: Change your range from a specific target, either from Far to Close or vise versa. May be integrated with either Charge Attack or Fallback Fire.
Fly: A special movement action unique to digimon with the [Flyer] tag. Spend a turn to launch the Digimon into the air. Once in the air, the digimon is considered to be Far relative to any digimon on the ground.
*FLIGHT MODE*
Shift actions may be made towards ground based targets, but the flyer will exit flight mode at the end of the action. [Ranged] attacks towards ground targets may be made at half of your attack dice rounded down. Non-flyers may not attempt any Shift movement actions towards the flying digimon.
If two digimon are flying, they may follow basic combat rules when engaging each other, including Shift movement actions and melee attacks. The penalty to ranged attacks remains, as it will be difficult for the digimon to focus on both maintaining flight and taking good aim.
*FALLING*
Pin Falls: Pinning in a mid-air Clash will result in both digimon falling to the ground. The Fall will start upon successful initiation of the pin, and will conclude on the pinner's next turn. At the start of the next round, roll a contested Clash roll as usual. The winner of this roll will not get to make any actions, but will only take 1d6-2 damage from the fall. The loser will take 1d6-2 plus his Clashing Size modifier, and will not be able to make any actions as well. So if a Huge digimon were to lose the Clash roll, he would end up taking 5 + (1d6-2) damage. If damage is reduced to zero or less due to size modifiers or low rolls, digimon take no damage. Both Digimon will start the next round Close to each other, on the ground, Clash broken.
Status Falls: If a digimon is subjected to either the [Stun] or the [Paralysis] status effect while in flight, he will begin to fall. The fall starts on the round he is afflicted with the status, and is concluded on the start of his turn during the next round. The digimon will take 1d6-2 damage plus his size modifier damage once he hits the ground.
Falling on others: In cases where a Digimon would land on another at the end of a fall, the falling digimon would take 1d6-2+size fall damage as per the usual. The digimon it lands on will take Slam damage (refer to the Slam Damage entry at the near bottom of this post).
-ATTACKS-
Standard Attack: Execute a [Melee] or a [Ranged] attack using your regular dice.
All-out Attack: Execute a [Melee] or a [Ranged] attack with twice the attack dice. Until your next turn, halve your defense dice, rounded up.
Charge Attack: May only be attempted if moving into Close Combat from a Far range. May only be used with with [Melee] attacks. Roll at half your attack dice rounded down. Your attack is considered to have the [Crash]* property. Charge Attack counts as a Shift movement action.
Fallback Fire: May only be attempted if moving away from close combat, into a Far range. You may Make a free [Ranged] attack at half your attack dice, rounded down. This attack does not need to target the Digimon/s you were in Close Combat with. Fallback Fire counts as a Shift movement action
Point Blank Blast: May only be attempted when in control of a Clash. May only be used with [Ranged] attacks. Make the attack at half the dice (rounded down), but treat it as having the [Crash]* property. Making this action removes the -3 penalty to the defender's defense that a Clash attack would usually entail.
*[Crash] labeled attacks do not allow the unfortunate recipient to make defensive rolls. Any successful dice will deal damage straight out.
-DEFENSE-
Stand Firm: Declare this action as soon as your turn starts. Your defensive dice are doubled until your next turn, but you may not make any other actions. You cannot declare this action in a Clash.
Hold Back: You may choose to delay your turn, forfeiting any actions for the current round, but gaining a free Standard Attack or Shift movement action at the end of the round, before the next one begins. You cannot declare this action in a Clash.
-CLASHES-
Toss: When attempting to toss one digimon towards another, the attacker must pass be in a controlled clash, and must specify a digimon at Far range he wants to try and hit with the toss. The tossed digimon takes damage as usual, and the digimon who takes the toss will have to take Slam Damage. These two digimon will end up in Close proximity to each other after the throw.
*SLAM DAMAGE*
If a digimon is hit by another digimon, either through tossing or dropping shenanigans, he is considered the victim of a Slam. Slam damage is determined by checking the Clashing Size Modifier of the slamming digimon, and comparing it to the Clashing Size Modifier of the digimon to be slammed. The difference of their modifiers would be the final damage dealt. Same sized digimon will always end up with 1 point of slam damage. Slam damage is only applied to the victim, not the digimon doing the slamming. Refer to the table for something less confusing.
. | vs Tiny | vs Small | vs Medium | vs Large | vs Huge |
Tiny | 0 | 2 | 3 | 5 | 7 |
Small | 0 | 1 | 1 | 3 | 5 |
Medium | 0 | 0 | 1 | 2 | 3 |
Large | 0 | 0 | 0 | 1 | 2 |
Huge | 0 | 0 | 0 | 0 | 1 |