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- SKILLS
- A specialized killing intent let loose
- Each T-Doll is also outfitted with special software that further heightens their capabilities in combat, known as a Skill. Skills can have a variety of effects, such as focusing all of a Doll's functions towards firing, enhancing their close-quarter combat, or even uploading crucial tactical data and commands into her fellow Dolls.
- However, due to limitations brought onto the Digimind by which Skills are uploaded, a Doll may only have one Skill installed. Please make sure that your Doll is outfitted with the necessary hardware and software to install certain Skills. Drivers will be provided on request.
- BASIC SKILLS (the (i) means incomplete)
- Assault Rifle (AR):
- Damage Focus
- Assault Focus [Long-Stroke Piston or Caseless Ammunition]
- Strike Focus [Short-Stroke Piston or Sight Mod]
- (i) Suppression Focus [High-Capacity Magazine]
- CQB Focus [Range 0]
- (i) Stun Grenade [Hardy]
- (i) Grenade Launch [Underslung Grenade Launcher]
- Night Fighting [Night Optics]
- Command Focus [Communications Suite]
- SMG (SMG):
- Hand Grenade
- (i) Incendiary Grenade
- (i) Stun Grenade
- (i) Smoke Grenade [Advanced Sensor Suite]
- Damage Focus [Increased Calibre]
- Evasion Focus [Compact Design or Exoskeleton T1]
- CQB Focus [Range 0]
- (i) Force Shield [Hardy]
- Night Fighting [Night Optics]
- Command Focus [Communications Suite]
- Handgun (HG):
- (i) Smoke Grenade
- (i) Stun Grenade
- (i) Cover Command [Danger Sense]
- Fire Command [Weak Point Analysis]
- (i) Conceal Command [Suppressor]
- CQB Focus [Range 0]
- (i) Flare [Flashlight]
- (i) Precision Suppression [Trajectory Mapping]
- Night Fighting [Night Optics]
- Command Focus [Communications Suite]
- Rifle:
- Locked Shot
- Interdiction Shot [At least 2 points of armour-piercing]
- Assault Focus [Semi-Automatic or Precise Action]
- Damage Focus [Increased Calibre]
- CQB Focus [Range 0]
- Warning Shot [Compensator]
- (i) Grenade Launch [Rifle Grenade Mounting]
- Night Fighting [Night Optics]
- Command Focus [Communications Suite]
- Machine Gun (MG):
- Damage Focus
- Hunting Impulse [Lightweight Construction]
- Lock and Load [High-Capacity Ammo Box]
- Terminating Barrage [Lengthened Barrel or Increased Calibre]
- (i) Suppression Focus [High Cyclic Fire Rate or Water Cooled]
- Night Fighting [Night Optics]
- Command Focus [Communications Suite]
- Shotgun (SG):
- Survival Instinct
- Burst Impact [Buckshot]
- Damage Focus [Slug]
- Ironside Concentration [Type 1 Armour Plate]
- CQB Focus [Range 0]
- Night Fighting [Night Optics]
- Command Focus [Communications Suite]
- WHAT THE SKILLS DO:
- [Command Focus] {AR}{SMG}{HG}{RF}{MG}{SG}
- -At the beginning of a round, T-doll may opt to grant her echelon +20 initiative. This does not add to a doll's RoF, and therefore any affected doll ends the round when her initative falls below 30. This bonus does not affect the doll using the skill, and additionally she pays half her RoF in her own initiative. This bonus also does not stack with any other instances of this skill's use.
- * Design intent: Make Dolls move earlier in the turn order. As a note going forward, modifiers to Initiative will also increase the Initiative floor until you cannot take any further actions.
- [Night Fighting] {AR}{SMG}{HG}{RF}{MG}{SG}
- -You gain one of the following bonuses, depending on your class:
- * Assault Rifle: Attacks you make from concealment gain +40 Firepower.
- * Submachine Gun: You gain +20 Evasion against enemies firing from concealment.
- * Handgun: Decrease the Close-Range Awareness bonus against you by 10.
- * Rifle: You gain +25 Evasion to remain concealed at night if no enemy has you within their range after you make an attack.
- * Machine Gun: You do not roll to break concealment after attacking until after making 3 attacks, or if you take any action aside from Saturated Fire.
- * Shotgun: You gain +40 Mobility for passing difficult terrain while concealed.
- Design intent: Instead of making it actually night-based, Bree saw it as a chance for Griffon to show off new strategies or face new types of challenges. These would be intended to work best at night, where you can more easily conceal yourself. Assault Rifles have an alpha strike, Machine Guns have an element of surprise barraging, Handguns can more easily sneak up close with enemies, and so on. If I could, I'd like for Night Fighting to develop somewhat faster than other skills.
- [CQB Focus] {AR}{SMG}{HG}{RF}{SG}
- -T-doll gains 10 Firepower when attacking at range 0. At the end of a round in which she participated in a CQB assault, she may remove 1 suppression counter before resolving the CQB assault.
- * Design intent: A tool to either aid in CQB assaults, or to outright murder Dolls when coming up to close range. However, due to issues with Mobility/RoF among non-ARs/SMGs, it is doubtful that this current iteration will be very useful in the latter purpose.
- [Assault Focus] {AR}{RF}
- -At the beginning of a round, T-doll may opt to gain +20 RoF for the round. If she does so, she may not take any actions aside from Saturation fire for the duration of the round. Additionally, she may reduce her total recoil penalty during that round by 10.
- * Design intent: Make you shoot more in a round. This, obviously, is one of the better Skills in the batch, mostly as it gives you more times to roll for kills, which Damage Focus does not necessarily do.
- [Damage Focus] {AR}{RF}{MG}{SG}
- -At the beginning of a round, you can increase Vitality damage you deal on failed Firepower rolls by 3 and Firepower by 10 until end of round, and if you do, until end of round, you can only take Controlled Fire and Movement actions (this includes Quick Sprint).
- * Design intent: Increase DPS, but not to the extent that one murders everything in sight. Ideally, the damage boost helps high-RoF/Accuracy, but lower-Firepower Dolls. +10 FP and +3 damage was the agreed upon middleman of this. +4 damage was considered, but was rejected on the grounds that giving a Doll effectively +50 Firepower could be far more than necessary.
- [Strike Focus] {AR}
- -If T-doll takes a Movement action during a round, she gains +10 accuracy and +5 firepower, and may take a free Saturation Fire action before moving.
- * Design intent: Mitigates the action economy detriment that movement is, though Saturation Fire has its penalties, so it's not like you're ignoring the commitments associated with movement. Still, effect duration and some limitations may need to be considered. Will ask Bree about effect.
- [Hand Grenade] {SMG}
- -You can spend half of your RoF in Initiative to make an attack on all enemy units in a space within the range of 0-3. The attack has a fixed Accuracy of 160 and Firepower of 70, and enemy units must use their Awareness instead of their Evasion.
- * Design intent: Welcome to the counterplay of evasive fucks- Grenades. Still a work in progress, but the gist is that you have a fixed amount of Firepower, though I may swap out the fixed Accuracy for a modifier TO Accuracy. Will most likely revise Hand Grenade to not be such a basic bitch.
- [Incendiary Grenade] {SMG}
- -You can spend half of your RoF in Initiative and target 1 space within the range of 0-3: Attack all enemy units in that space, treating your Accuracy as 170 and Firepower as 40, and enemy units use their Awareness instead of their Evasion. Afterwards, at the start of the next 3 rounds, all units in the targeted space take 4 Vitality damage.
- * Design intent: A somewhat supportive grenade, in the sense that it weakens. I had considered making it constantly attempt rolling 40 Firepower vs. Vitality, but that seemed to be too absurdly bookkeepy, so I have toned it down to automatically dealing 4 every turn. Per Bree's suggestion, the effect is also localized to that space, discouraging units from that area.
- [Stun Grenade] {SMG}{HG}
- [Smoke Grenade] {SMG}{HG}
- - You can carry up to 1 Smoke Grenade into battle. You can spend half your RoF in Initiative and target 1 space within the range of 0-2 to throw this Smoke Grenade into: Until the end of the next round that this effect was activated, all units in that space gain -20 Accuracy and cannot make Reactive Fire attacks. In addition, the affected space is treated as a minimum of Light Cover.
- * Design intent:
- (i) Grenade Launch {AR}{RF}
- [Evasion Focus] {SMG}
- -At the beginning of a round, T-doll may opt to gain +20 evasion for the round. If she does so, she may not take Saturation Fire or Controlled Fire actions, and automatically moves one space away if an enemy initiates a CQB Assault in her space.
- [Fire Command] {HG}
- -Once per battle, you can Designate your echelon to provide all allies (as well as yourself) a +20 bonus to Firepower until end of round.
- * Design Intent: Actually murder everyone. Thankfully, other effects that increase Firepower Designate enemies, so they can't stack with a single action/Doll (or outright costs more Initiative than can be paid).
- [Locked Shot] {RF}
- -X = 10% of your Awareness. You can spend half of your RoF in Initiative: At the start of the next round that you activate this Skill, make an attack on an enemy unit within your Range Band, treating the maximum Range as 2 higher, and if you do, you gain +4X Accuracy and +X Firepower for that attack only.
- * Design intent: Delayed attack to do slightly more ouchy. The "one shot to actually hit someone" button. The target has the rest of the round to attempt running away, made harder by the fact that they need to run farther than usual. If they do not, they will get hit, and they may just die.
- [Interdiction Shot] {RF}
- - X = 10% of your Awareness. If you have not taken a turn this round, you can make a single Reactive Fire attack on a moving target without spending Suppression Counters. This attack has +4X accuracy and +2X Firepower and costs your RoF in Initiative.
- * Design intent: Delayed attack to inflict massive damage. The "get away from me shot" and/or "you cannot escape" attack, all rolled into one glorious little package of "potentially the biggest +Firepower modifier". Of course, this assumes that people do move, which they very well might not, but if they don't, they're not In Motion, and if they're not In Motion, they're easier to kill with the help of your allies... or just yourself, honestly!
- - POST-MOVEMENT UPDATE: Reworked to operate in tandem with Reactive Fire.
- [Warning Shot] {RF}
- -X = 10% of your Awareness. At the start of the round, you can spend half of your RoF or 15 in Initiative: Make an attack on an enemy unit, reducing the Target Number of the Firepower roll by 20. Afterwards, that target gains -2X to Evasion and Mobility until end of round.
- * Design intent: This is a more supportive Skill, one meant to make your allies more useful, and hopefully ensure that the enemy does not get away.
- [Hunting Impulse] {MG}
- - Attacks you make against enemies who haven't yet acted this round are gain +10 Accuracy and +20 Firepower, but deal -2 Vitality damage on a failed Firepower roll.
- * Design intent: Pretty simple effect of trading in your general inaccuracy and suppression capabilities for accurate and potentially lethal shots. The Firepower boost was kept low, as to prevent abuse, but it may be changed later on to be higher.
- - POST-MOVEMENT UPDATE: Reworked to annihilate enemy units in an alpha strike. Recommended to consider LMG + Command Focus for maximum critical hits.
- [Lock and Load] {MG}
- -At the beginning of the round, you can activate the following effect: Until end of round, you cannot perform any actions other than Saturated Fire, also you deal 2 more Vitality damage on failed Firepower rolls and gain -30 to your Initiative floor.
- * Design intent: Gives you 3 more attacks, and makes you more threatening by inflicting more Vitality damage. Originally intended to differentiate from Assault Focus by making it instead let you Once Per Turn spend 5 Init after making a Saturated Fire action to let you perform another one, decided against it as it would scale too much.
- - POST-INITIATIVE UPDATE: Differentiated further from Assault Focus by extending your firing rate past the "end" of a round. Now Medium Machine Guns no longer have an instant Suppression tool, and Light Machine Guns don't stop shooting so prematurely.
- [Terminating Barrage] {MG}
- -When you hit a unit that you have hit at least twice this round with an attack: You can increase the Vitality damage dealt on a failed Firepower roll by 4.
- * Design intent: This was the hardest effect to "port over" to a tabletop. You're not stuck firing on the same target over and over, so when you deal enough damage, you can move onto something else, so someone else can deal the killing blow. I did consider making it a "you cannot perform any more Saturated Fire on this target but get a huge +Firepower bonus," but didn't want to make it too crazy. This might still be incredibly crazy.
- - POST-INITIATIVE UPDATE: Updated to an effect that actually works and makes some amount of sense. Designed to tear down higher-Vitality units.
- [Survival Instinct] {SG}
- -At the beginning of a round, you can gain +1 Armour, +10 Evasion and +20 Mobility until end of round, and if you do, you cannot take Controlled Fire or Quick Sprint actions until end of round.
- * Design intent: Increase hardiness of unit temporarily. While the original Survival Instinct on Super-Shorty only increased Armour and Evasion, I wanted to give Shotguns a tool that improved their overall mobility, without risking their ass on excessively committing. The Mobility gain may possibly be too large, though I personally would weigh Mobility half as much as normal stats. Will need to ask for second opinion from Bree later. (Bree thinks it's fine.)
- [Burst Impact] {SG}
- -You can spend 25 Initiative to make an attack on all enemy units in a space within your Range. Enemy units hit by this attack gain -20 Mobility until the end of the next round, in addition to any other effects.
- * Design intent: Slows down enemies and is a crowd-control attack. May not be very feasible, due to Initiative cost and pontential mobility issues.
- [Ironside Concentration] {SG}
- -At the beginning of a round, T-doll may opt to gain 2 points of armour. If she does so, she may not take any Movement or Saturation Fire actions for the duration of the round.
- * Design intent: For when you need to bunker down, and ensure that little shits can't get to you. However, due to issues with Mobility among Shotguns, this Skill may not be very useful.
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