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! Range
 
! Range
 
|-
 
|-
| style="text-align: center;" | '''Promotion'''
+
| style="text-align: center;" | '''Iron Curtain'''
| Auto
+
| Action
| None
+
| 1
| 0
+
| Self
 
|-
 
|-
 
| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
  +
| colspan="3" | You are immune to damage, hinder moves, and moves for the next 2 count. This can only be used once per round. You cannot use damage timing maneuvers with range other than self while under the effect.
| colspan="3" | When you or a Sister annihilates an enemy, you may declare this Maneuver to Promote them. Promoted dolls get a +1 to attack checks, their next action timing maneuver has its cost reduced by 1, and at the end of each round or the battle phase, they repair one part. Only one doll may be promoted at a time.
 
 
|-
 
|-
 
| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
| colspan="3" | Patent Pending
+
| colspan="3" | Unstoppable, untouchable, at least for a very short time.
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | You are instantly transported from your current position on the map to the zone where you began the Round. This is not considered a Move Maneuver.
+
| colspan="3" | When you declare this maneuver, go back to the zone you started the round in. This does not count as a move maneuver.
 
|-
 
|-
 
| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
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|-
 
|-
 
| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
 
| colspan="3" | Once per round, you can increase the value of your own move maneuver by 1; or make an unarmed attack 3 at an enemy in the destination of your move maneuver. The attack occurs at the same timing as your move maneuver.
| colspan="3" | Once per Round, you may declare this Maneuver as part of declaring a Move Maneuver on yourself.<br>
 
Select one of the following effects:<br>
 
Increase the value of your Move Maneuver by 1~2.<br>
 
Make an Unarmed Attack 3 at a target in the destination of your Move maneuver. This attack occurs at the same timing as the Move maneuver.
 
 
|-
 
|-
 
| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
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|-
 
|-
 
| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | Whenever you move into, out of, or through a zone, reduce the size of all Legions occupying that zone by 1 + the sum total of all Movement values from your Maneuvers (use the higher value on maneuvers with Movement values greater than 1).
+
| colspan="3" | When you move into, out of, or through a zone, reduce the size of all legions in the zone by 2+the value of the maneuver that moved you.
 
|-
 
|-
 
| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
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! Range
 
! Range
 
|-
 
|-
| style="text-align: center;" | '''Iron Curtain'''
+
| style="text-align: center;" | '''Green Crystals'''
| Action
+
| Damage
 
| 1
 
| 1
 
| Self
 
| Self
 
|-
 
|-
 
| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
  +
| colspan="3" | Defend 2, for the next 5 count, the attacker suffers -1 to their attack checks. If the attack is beyond range 1, they do not suffer a penalty.
| colspan="3" | You may only declare this maneuver once per turn. For one Count, you are immune to enemy Attack, Hinder Move, Hinder, and Move Maneuvers. While this effect is active, you may not use Damage-timing Maneuvers at a range greater than Self.
 
 
|-
 
|-
 
| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
 
| colspan="3" | Radiant green crystals adorn your body. They're tough enough to stop attacks and the dust harms those who'd strike you.
| colspan="3" | Unstoppable, untouchable, at least for a very short time.
 
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | You may use this Maneuver only when you are the target of an Attack Maneuver or a target Moves into or out of your current zone. Make a Shooting Attack 2 + Explosive at the target which triggered this maneuver. Add +1 to the die roll of the Attack Check.
+
| colspan="3" | Ranged Attack 2 + Explosive, +1 to the attack check. This can only be used when you are the target of an attack maneuver or someone moves into your zone.
 
|-
 
|-
 
| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
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! Range
 
! Range
 
|-
 
|-
| style="text-align: center;" | '''Stealth Generator'''
+
| style="text-align: center;" | '''Stealth Mirage'''
 
| Auto
 
| Auto
 
| None
 
| None
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|-
 
|-
 
| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | Declare this Maneuver at the start of the Battle Phase, and again at the start of each subsequent Round where no enemies are in the same Zone as you. Until you make an Attack Maneuver or are damaged by an Attack Maneuver, Legions and Horrors may not target you with Maneuvers. Additionally, your first Attack Maneuver declared under this effect each Round deals +2 damage.
+
| colspan="3" | At the start of the battle phase, you cannot be targeted by legions or Horrors until you either make an attack, move maneuver, or are hit by an attack maneuver. If you make an attack while this effect is active, gain +2 to damage for that attack only. If there are no enemies in the same zone as you when the round ends, you get the effect again at the start of the round.
 
|-
 
|-
 
| style="text-align: center;" | Description
 
| style="text-align: center;" | Description
 
| colspan="3" | The ability to hide can be very useful, especially when you're waiting for the right moment to strike.
 
| colspan="3" | The ability to hide can be very useful, especially when you're waiting for the right moment to strike.
|-
 
|}
 
{| class="wikitable" style="width: 800px;"
 
! style="width: 150px;" | Name
 
! Timing
 
! Cost
 
! Range
 
|-
 
| style="text-align: center;" | '''M.A.D Girl'''
 
| Damage
 
| 2
 
| Self
 
|-
 
| style="text-align: center;" | Effect
 
| colspan="3" | You may only use this Maneuver when you receive damage. Every other unit in your current zone receives an Attack Maneuver with the same Properties (excluding the "Area" and "Chain Attack" Properties), Check Result, and Damage that you received (after declaring any Defend Maneuvers, if applicable). No "Check" timing occurs for this effect.
 
|-
 
| style="text-align: center;" | Description
 
| colspan="3" | Patent Pending
 
|-
 
|}
 
 
== Notes ==
 
-Rhino Rush counts as a move maneuver for the purposes of determining Grinder's damage to legions.<br>
 
-When declared as an action, Iron curtain affects the target on the next count. When used as a rapid, it takes effect on the current count.<br>
 
 
== Changelog ==
 
06.06.2020<br>
 
-Skills reworded for better clarity<br>
 
-Stealth Mirage renamed to Stealth Generator<br>
 
-Stealth Generator's effect is not lost when making move maneuvers only when getting damaged or attacking.<br>
 
<br>
 
03.05.2021<br>
 
-Major overhaul to Tanya to address the fact that while it possessed amusing gimmicks, it was ultimately lacking in anything that majorly impacted how a character that took it operated.<br>
 
-Green Crystals Removed<br>
 
-Power Sabotage removed<br>
 
-Rhino Rush move bonus increased to +1-2<br>
 
-Tesla Coil can now strike enemies moving out of the zone you are in, in addition to the other conditions.<br>
 
-Grinder now does legion removal based on Move maneuvers that are possessed and intact<br>
 
-Promotion added as special skill.<br>
 
-M.A.D. Girl added as skill for a special surprise against those that attack you.<br>
 
-Iron Curtain is now a normal skill, it lasts only 1 count and grants immunity to Hinder in addition to the other things it protects against.<br>
 
 
== Legacy Skills ==
 
The skills here are kept for prosperity, in the event that someone decides they liked these more than what took their place, or you want to steal it for putting on an enemy. <br>
 
{| class="wikitable" style="width: 800px;"
 
! style="width: 150px;" | Name
 
! Timing
 
! Cost
 
! Range
 
|-
 
| style="text-align: center;" | '''Green Crystals'''
 
| Damage
 
| 1
 
| Self
 
|-
 
| style="text-align: center;" | Effect
 
| colspan="3" | Defend 2. If your attacker was at Range 1 or closer, they suffer -1 to their Attack Checks for the next 5 Count.
 
|-
 
| style="text-align: center;" | Description
 
| colspan="3" | Radiant green crystals adorn your body. They're tough enough to stop attacks and the dust harms those who'd strike you.
 
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
| style="text-align: center;" | Effect
 
| style="text-align: center;" | Effect
| colspan="3" | You may only use this Maneuver when you deal damage. If your attack deals damage, the target cannot declare any Check or Damage-timing Maneuvers until their next active Count. Maneuvers which negate Stagger also negate this effect.
+
| colspan="3" | This can only be used when your attack maneuver deals damage. If this attack deals damage, the target cannot declare check or damage timing maneuvers until their next action timing. Parts that negate stagger also negate this effect.
 
|-
 
|-
 
| style="text-align: center;" | Description
 
| style="text-align: center;" | Description

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