Heavy Gear - Habitat of the Lost
The Duelist Skill – 4.7
Duelists are far above the run-of-the-mill Gear pilots. A well-trained Duelist has the knowledge and experience to take his machine to the very edge and extract every last drop of power from its frame. Seeing a skilled Duelist in action has often been compared to witnessing the performance of a particularly lethal mechanical dancer.
Not everyone can learn the various techniques required to become a proper Duelist; it takes dedication, patience, talent and a healthy dose of courage. Dueling is also about more than just being fast — pilots also have to be crafty, cunning, opportunistic, spontaneous and creative in their fighting styles. Otherwise a would-be Duelist is a quick but predictable opponent.
The Heavy Gear Dueling Skill is the art of close combat using Gears. Dueling includes the ability to perform special stunts and maneuvers to increase the agility and lethality of a machine. Because it is mostly a close combat fighting technique the Dueling Skill may only be used within Point Blank Range or a ranged weapon’s Short Range. The Dueling Skill may never exceed the pilot’s Skill in Pilot: Heavy Gear.
Heavy Gear Dueling [CRE Based]
|Specializations:||specific terrain, specific Gear, specific Macromove|
|Often Possessed By:||Duelists, Elite Pilots, Gear Trainers|
Macromoves – 4.7.1
The Dueling Skill allows pilots to perform Dueling Macromoves (not to be confused with the pre-programmed body “Macros” in the Second Edition Heavy Gear Technical Manual on page 42) that hereafter will be referred to simply as Macromoves. All Macromoves are essentially an attempt to gain a tactical advantage over an opponent and most (though by no means all) are thus directed at specific opponents. A pilot can perform a number of Macromoves per Turn equal to his Gear’s nominal number of Actions. Pilots can defend against an unlimited number of Macromoves, performed against them by other pilots, without penalty. Pilots without the Dueling Skill defend as if Unskilled (roll two dice, take low result) and may not themselves perform any Macromoves.
Attempting to use a Macromove does not itself cost an Action, although failure to perform a Macromove successfully may entail the loss of an Action or other penalty as noted. Dueling Skill Tests are modified by the Acrobatic Handling Perk, but not by Maneuver Scores. There are seven kinds of macromoves: combos, combo breaking moves, armor piercing attacks, called shots against specific damage locations, area effect fire with ROF weapons, pushing the envelope, and Duelist’s luck.
Combos and Combo Breaking
Combos represent multiple consecutive attacks that flow into one another. The two pilots make an Opposed Dueling Skill Test. If the Pilot performing the Macromove achieves an MoS of 2 or more he gains one additional Free Action against the target of the Macromove. If the Pilot performing the Macromove fails to achieve an MoS of 1 or more then he loses one Action as the defender has successfully anticipated and blocked/defended against the attack. Whatever the result, the pilot performing the Combo Macromove is at -ito all subsequent Piloting and Dueling skill rolls this Turn.
For the purposes of Skill Specialization, Combos and Combo Breaking (defending against Combos) are considered separate specializations.
- A Hunter has one Action per Turn. A Duelist piloting a Hunter may perform one Macromove per Turn.
- A Nemesis Jaguar has two Actions per Turn thanks to its Advanced Controls Perk. A Duelist piloting a Nemesis Jaguar may perform two Macromoves per Turn.
- A Hunter does not have Acrobatic Handling. Its pilot makes Dueling Skill Tests at +0 (not including Attribute modifiers).
- A Nemesis Jaguar has Acrobatic Handling: 1. A Duelist piloting a Nemesis Jaguar makes Dueling Skill Tests at +1 (not including Attribute modifiers).
Armor Piecing Attacks
The two pilots make an Opposed Dueling Skill Test. If the Pilot performing the Macromove achieves an MoS of 2 or more his next attack against the target of the Macromove is considered to be Armor Piercing. If the weapon being used is already Armor Piercing, the defender only uses one quarter if his normal armor value for determining the damage level. If the weapon is Armor Crushing, the armor is halved and the attack removes the normal amount of armor (1 point for Light Damage and 2 points for Heavy damage). If the Pilot performing the Macromove fails to achieve an MoS of 2 or more then he suffers no other penalty than a wasted Macromove. The Macromove attempt must be made prior to the attack.
For the purposes of Skill Specialization, Armor Piercing Attacks are considered a single specialization.
Called Shots Against Specific Locations
The two pilots make an Opposed Dueling Skill Test. If the Pilot performing the Macromove achieves an MoS of 1 or more then he may freely select the Damage Location of his next attack (Fire Control, Structure, Crew, Movement or Auxiliary but not Roll Twice) against the target of the Macromove without penalty. If the Pilot performing the Macromove fails to achieve an MoS of 1 or more then he suffers no other penalty than a wasted Macromove. The Macromove attempt must be made prior to an attack at Point Blank or Short Range.
For the purposes of Skill Specialization, each Damage Location is considered a separate specialization.
Area Effect with ROF Weapons
Area Effect fire represents using massed fire to try to knock an opponent down. Successful use of Area Effect effectively makes ROF-capable weapons Area Effect weapons, with all of the results and Area Effect weapon would have. (See 4.4.4 Weapon Fire Modifications, Blast Result of Area Effect Weapons, p. 78) The two pilots make an Opposed Dueling Skill Test and for every two full ROF points spent the attacking Pilot gains a +1 to this roll. If the Pilot performing the Macromove achieves an M0S of 1 his next attack is considered to have AE=O at half Damage if using an ROF weapon. If the Pilot performing the Macromove achieves an MoS of 2 his next attack is considered to have AE=O at full Damage if using an ROF weapon. If the Pilot performing the Macromove achieves an MoS of 3 or more his next attack is considered to have AE=1 at full Damage if using an ROE weapon. If the Pilot performing the Macromove fails to achieve an MoS of 1 or then he suffers no other penalty than a wasted Macromove. The Macromove attempt must be made prior to an attack at Point Blank or Short Range using ROE +1 or more and uses the same amount of ammo that any other ROE attack would use.
For the purposes of Skill Specialization, Area Effect is considered to be a single specialization.
Pushing the Envelope
A pilot may, before moving, try to “push the envelope” of performance on his machine. The pilot makes a Skill Test against a threshold of 5. With an MoS of 1 or more the pilot may this turn temporarily increase his vehicle’s Combat Speed (but not Top Speed) by +1 per 1405, up to (but not to exceed) the Gear’s normal Top Speed in that movement mode. If a Pilot trying to Push the Envelope fails to achieve an MoS of 1 or more then he suffers no other penalty than a wasted Macromove. On a Fumble result, the Gear shifts into Top Speed (with all attendant movement restrictions and attack penalties), costing one Action. The net result of using this Macromove is that a proficient Duelist can edge his Gear into higher speed brackets than normal without suffering the attendant penalties to Gunnery and control.
For the purposes of Skill Specialization, Pushing the Envelope is considered a single specialization.
A Pilot may at any time use his Dueling Skill to reroll any one Attack or Defense roll (but not Macromove rolls), including (and especially) Fumbles, but must take the result of the reroll. This ability may only be used when attacking or defending at Point Blank Range, or when attacking with or defending against a ranged weapon within that weapon’s Short Range. All modifiers from the previous roll are used, except for the Attribute modifier, which is replaced with the Attribute modifier of the Duelist skill. This Macromove represents the Duelist reading his opponent’s moves and making that last split-second adjustment to move out of the way, to aim a shot better or even to land a physical blow.
For the purposes of Skill Specialization, Duelist’s Luck is considered a single specialization.