Thursday, June 11, 2009

Mecha combat rules

Simple – Mechas Work like people, damage causes DNI feedback so shaken results still happen.

Complex – Classic mecha combat would tend toward hit locations.

When a mecha is hit roll a d12


Results
1- head
2- Right Arm
3- Right Arm
4- Left Arm
5- Left Arm
6- Chest
7- Chest
8- Chest
9- Right Leg
10- Right Leg
11- Left Leg
12- Left Leg

If the number of wounds dealt to a location exceeds the slots in the area it is destroyed. There are no would penalties, and pilots are only shaken when an area is destroyed.
Combat
Fighting; is still used for melee mecha attacks. However fighting is not used to determine a mecha’s parry rating
Shooting; is used for all ranged weapons. Smart Missiles if they miss or are foiled by ecm can roll the Smart Missile rating as a second attack roll. Missiles only move their missile rating a round and can be shot down if the are hit by an attack the tn to hit one is 8.
Mecha Piloting; Mecha Piloting is used to determine the MP rating, this is the tn to be hit by other mecha with ranged or melee attacks.

Wednesday, June 10, 2009

Exo squad on hulu inspires me.

Mechs is something that hasn't really been done with SW yet to my knowledge.

Here is my swing at it.

New Skill
Mech Piloting based on smarts, why smarts, because I envision mech piloting as being more a function of being cool under pressure then raw agility and a general though of some form of neural interface.

Mech types

Light

Medium

Heavy

Super Heavy

Head Slots

1

2

2

2

Arm Slots (per arm)

1

2

2

3

Chest Slots

3

3

4

4

Leg Slots (per leg)

2

3

3

3

Toughness

9

10

11

11

Armor

3

4

4

5

Pace

7

6

6

5

Strength

D8

D10

D12

D12+2

Piloting modifier

+2

0

-2

-4

MP rating modifier

+1

0

-1

-2


Arm Stuff
Weapons

ECM
Enhanced Strength

Head Stuff
Cockpit -1
Sensor array -1
Advanced Targeting Computer -1
Advanced Sensor Array -2
Heavy Armor -1

Chest
Cockpit -1
Cool Power Plant -1
Hot Power Plant -1
Advanced Power Plant -2
Shield Generator -1
Flight Conversion Unit -1 (only light mechs)
Sensor Array -1
Advanced Sensor Array -2
Advanced Targeting Computer -1
ECM -1
Enhanced Strength -1
Maneuvering thrusters -1
Heavy Armor -1

Leg stuff
Jump Jets -1
Flight Jets -1 for light mechs; 2 for medium or heavy; not available for SH
ECM -1
Enhanced Strength -1
Maneuvering thrusters -1

You must have a cockpit and a power plant
to use energy weapons you need either a hot power plant or an advanced power plant.

Parts in detail.


Advanced Power Plant

Slots:2

Slotable Locations: Chest

Useable by: All Bodies

Function: Provides enough power run mecha, and wield energy weapons, and Shield generator, as well as being stable.


Advanced Sensor Array

Slots:2

Slotable Locations: Head & Chest

Useable by: All Models

Function: Provides +2 to notice rolls with sensors, as well as granting double range to scans.


Advanced Targeting Computer

Slots: 1

Slotable Locations: Head & Chest

Useable by: All Models

Function: Negates -1 from range penalties, cover, or called shots. Grants a +2 to attacks made with Missiles, and negates 1 point of ECM.


Cockpit

Slots 1

Slotable Locations: Head & Chest

Useable by: All models.

Function: required to pilot the mech.


Cool Power Plant

Slots 1

Slotable Locations: Chest

Useable by: All models.

Function: Minimal Power plant to operate a mecha, does not provide enough power to wield Energy Weapons or Shield Generators.


ECM

Slots 1+

Slotable Locations: Arms, Chest, & Legs

Useable by: All Models

Function: When targeted by Missiles roll a d6 the die comes up equal to or less then the number of slots allotted to ECM the missile attack misses.


Enhanced Strength

Slots 1

Slotable Locations: Arms, Chest & Legs

Useable by: All Models

Function: Raises the Mecha’s strength by two steps. Must be in Arms, Chest & Legs to work at full effect. If only in arms in raises melee damage, but does nothing else.


Flight Conversion Unit

Slots: 1

Slotable Locations: Chest

Useable by: Light

Function: Enables the mecha to transform into a plane. This transformation takes 1 full turn. Triples the speed of the mecha, but it can only use one preselected ranged weapon.

The added speed comes at a price of maneuverability you lose the light body bonus to piloting rolls.

Requires: Flight Jets


Flight Jets

Slots:1

Slotable Locations: Legs

Useable by: Light, Medium, & Heavy Bodies.

Function: Allows sustained Flight at mechas pace and Hovering.


Heavy Armor

Slots: 1

Slotable Locations: All

Useable by: Heavy & Super Heavy Bodies

Function: Increases armor by 3 in location. Heavy Armor must be slotted in chest if slotted anywhere else.


Hot Power Plant

Slots: 1

Slotable Locations: Chest

Useable by: All Bodies

Function: Provides enough power to run a mecha as well as to power energy weapons, and shields. Unfortunately this old fashion reactor is unstable, if targeted roll a d10 on a 10 the power plant enters a chain reaction and explodes in 1d3 rounds. Dealing 5d6 in a medium blast template.


Jump Jets

Slots: 1

Slotable Locations: Legs

Useable by: All Bodies

Function: adds +2 to mecha’s pace and allows the Mecha to leap 2 hexes during movement.


Maneuvering Thrusters

Slots: 1+

Slotable Locations: Chest & Legs

Useable by: All Bodies

Function: Each Slot adds +1 to Mecha Piloting rolls.


Sensor Array

Slots:1

Slotable Locations: Chest & Head

Useable by: All Bodies

Function: Allows basic scanning and noticing for a mecha, required to run the mecha.


Sheild Generator

Slots:1

Slotable Locations: Chest

Useable by: All Bodies

Function: Erect a energy shield giving the mecha +3 armor in all location, +5 versus energy weapons, however it has a huge energy draw and while up energy weapons can not be used.

Requires: Advanced or Hot Power Plant