FATAL & Friends: Giant Allege 6

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Giant Allege
Giant Allege 1.png
  1. Introduction
  2. Post-Roboapocalyptic Australian Legal Deathmatch
  3. Wheel of Morality, Turn Turn Turn
  4. Go ahead and get the Ace Attorney jokes out of your system now
  5. Invincible Attorney Textbook Adulterer
  6. The Actual Combat Rules Are 2 Pages Long
  7. Clients Dig Giant Robots

Giant Allege part 6: The Actual Combat Rules are 2 Pages Long by ProfessorProf


Giant Allege Part 6: The Actual Combat Rules are 2 Pages Long

So, initiative!

At the start of each phase of the game that is marked with "determine timing", everyone rolls their Timing stat to determine turn order. When your turn comes up, if you aren't last, you can Fold to delay your turn. Once everyone has either gone or Folded, then the turn starts over, using only characters who Folded before. This process repeats until everyone has acted.

It is a pretty simple concept, but the book manages to make it this confusing:

Giant Allege 8.png

With that sorted, it's time for some COMBAT RULES :black101:

Giant Allege 9.png

Holy shit that sure is a flowchart. Let's break it down:

  1. Roll Timing and act in Timing Order! Pick your target and begin an attack.
  2. Roll opposed Quick against their mech! Whoever wins gets to make an attack.
  3. If the attacker wins the attack roll, then they deal damage.
  4. If the attacker loses, then the defender can counter with an attack of their own.
  5. If, after all this, neither combatant is at zero armor, go back to step 2 and repeat until somebody explodes.

To make an attack, the attacker rolls Break against the defender's Armor. If the attacker gets more 1's than the defender, then the amount of 1's they won by, multiplied by the attacker's Break, is the damage inflicted, and the defender's Armor is reduced by that much. To put this into perspective, the sample character, Prosecutor J, has 8 Break and 11 Armor. If you win by more than a single 1, then this is probably going to be an instant kill.

Attack rolls actually don't consider any numbers above 1 in the roll, so ties are possible. If you tie, then the attacker inflicts chip damage on the defender, equal to the number of 1's they rolled. If the defender wins, then they inflict chip damage back on the defender equal to the number of 1's the attacker rolled. Then, the defender can counterattack! Run through the same process again, with attacker and defender reversed. After this, the battle ends - no option to do a second counterattack if the defender wins in the counterattack phase.

Anyway, that's the general flow for combat between Giant Allege. However, in most battles, not everyone will have Alleges deployed. People combat is a little different!

For direct battles between Lawyers, everyone involved rolls to determine their Fighting Strength - the actual roll depends on their weapon (gun, fist or sword) as described in the last post. This roll is used for the previously-described surprise attacks that let you force an opponent to switch camps or reduce their stats or swap Giant Alleges. If you beat someone in a non-surprise mano-a-mano battle, then you inflict damage on them equal to the number of 1's you rolled, which reduces their Fighting Strength accordingly. If Fighting Strength reaches 0, then you can't continue fighting.

A Lawyer fighting on foot against an Allege is something that is generally only done in emergencies. These fights work approximately the same way as Allege vs Allege fights, except the Lawyer uses Fighting Strength in place of both Break and Armor. Whether the Lawyer succeeds at offense or defense, the damage they inflict is never more than the number of 1's they rolled.

Giant Allege 10.png

This is a picture of a Giant Allege named Mash Cerberus. Next time, we get to the list of Allege frames and equipment as we rapidly approach the end of the book.