Rules on Combining
Combining: Combining 2 or more units can take several forms.
Booster Backpack: (25% of total unit cost, rounding up for the booster unit, 15% total unit cost for the main unit.)Attaching a unit as a booster to a main unit is one of the more straight forward combinations that can be done. The unit that will act as the booster adds 2/3 (rounding down) of its movement speed to the main unit’s movement, as well as adding all of its boost points. So if the main unit has 10 move and 10 boost, and the unit that is to be used as the booster has 10 move and 10 boost, then the combined move would be 15 and the boost would be 20. In addition, the units will still have independent health. Attacks from the front will hit the main unit, while attack from the back will hit the booster unit. If an attack comes from the side, roll to see which unit takes the damage. Both units will take damage from AoE attacks. Combining or disconnecting can be done any time in battle, including as a defensive dodge. (Perform a passive dodge. A success means that the unit won’t be hit, a failure means that the unit might be hit depending on if the other unit succeeded for failed. If both units succeed then both dodge, if both units fail, roll to see which takes the hit.) However, note that it normally takes 2 full turns to connect, and 1 to disconnect. This can be speed up, but it requires a piloting check at -4. A success will reduce connection time down to 1 turn, and disconnect to a free action. Failure means that you are committed to the connection or disconnection, and gives the enemy a +2 to hit.
New Unit Combination: This is when two or more units combine to make one larger unit (think Voltron). (Cost 25% total value of unit for each unit) This unit is allowed the same number of maneuvers as the players using it have. The players much make their maneuvers indecently though, there is no single pilot. As such a piloting check must be made before every maneuver. If it fails, then no maneuver can be taken. The unit cannot separate if the combined unit is under 40% of its max HP, and it cannot combine if either of the units are under 40% of their max HP. This is because either one or both of the units has sustained too much damage to be able to actuate the necessary parts to facilitate combining. Note that it normally takes 2 full turns to connect, and 1 to disconnect. This can be speed up, but it requires a piloting check at -4. A success will reduce connection time down to 1 turn, and disconnect to a free action. Failure means that you are committed to the connection or disconnection, and gives the enemy a +2 to hit.
Special abilities, such as phase shift, anti-beam coating, and reactive armor may offer protection. If both units have the same ability, then it acts as normal. If only one unit has the ability, roll at 50/50 odds to see if the area struck has the ability or doesn’t have the ability. Combining may block integrated weapons, so keep that in mind when designing the unit. The combined unit’s stats are as follows:
Hit Points: Add the separate units’ strength and multiply by .75, rounding down.
Strength: Add the separate units’ strength and multiply by .75, rounding down.
DR: The DR is the same as whichever unit has higher DR, unless one of the weaker unit is less than half the DR of the strongest one. If that happens, use the DR of the weaker unit.
Move: Add the separate units’ move and multiply by .70, rounding down.
Boost: Add the separate units’ Boost and multiply by .75, rounding down.
Range: Add the separate units’ range together.
Dodge, Parry, and Block: All get +2 to active maneuvers and +1 to passive maneuvers.
Armor Combination: This is the most straight forward of all combinations, as it essentially just piles one unit onto another for addition protection. (Cost 20% total value of unit for each unit)This effectively greatly increases the main unit’s health, boost, and firepower, while slightly also slightly increasing its strength. Unfortunately, it also reduces the speed of the main unit because of the additional weight and bulk. The unit cannot combine if either of the units are under 40% of their max HP. The armor unit cannot separate if it under 40% of its max HP, however it can be purged at any time, though this will effectively scuttle the armor unit. Once separated from the armor unit, the main unit returns to its normal movement speed. If a purge is done as a defensive action, it automatically blocks the attacks for that it was done against. The combined unit’s stats are as follows:
Hit Points: All damage is done to the unit that is acting as armor. Once its HP is depleted, it will be auto purged.
Strength: Add the separate units’ strength and multiply by .60, rounding down.
DR: The DR is the same as the unit that is acting as the armor
Move: Divide the main unit’s hp by the armor unit’s HP. Take that number and multiply it by the main units move, rounding to the nearest whole for the new movement speed (For Example, if the main unit has 100 hp and 10 move and the armor unit has 175 hp, divide 100 by 175 which equals approx. .57. Then multiply .57 by 10, rounding to the nearest whole. 6 is the new movement speed.) Movement speed always reduced by at least one move. Minimum move for a unit is 1
Range: Same as main units
Dodge: -1 from Main unit’s base attributes
Parry: Same as Main unit’s base attributes
Block: +2 from Main unit’s base attributes