So, this article
started as another attempt to stave off boredom. My Mecha Hack
campaign was running ahead, my blog was also running ahead,
and I was otherwise atop of my chores. Lest I fall into another deep
dark hole of anxiety, I decided to set myself another task, see if I
could adapt my old favourite animes into The Mecha Hack. That was
around the time I was writing my mini-review of the system, and after
some faff, I decided to apply the same minimalist approach as the
rules proper. That's making the simplest possibly change to get the
effect I want. And what I ended up doing was a take on the
“Rollerblade Good” sub-genre of Japanese robots. Mecha of this
type are often relatively small, and rely on foot wheels for sudden
bursts of straight-line speed. Examples include Martian Successor Nadesico, Ghost in the Shell, Front Mission and Dreampod 9's Heavy
Gear series of games. The codifier for this is probably Armored
Trooper Votoms, a somewhat obscure 80's work otherwise notable for
treating mecha as utterly disposable. I'm gonna insert a video clip
of that now, I hope remains up it.
OK, so, putting the
bleak stuff to one side, how would you run something that in The
Mecha Hack? Here's what I came up with.
Dogs of
War: a “Rollerblade Good” Modification for The Mecha Hack
1) All combat is to
performed with a grid map, see Tactical Distances on Page 6. All
mecha gain access to the new “Turbo Heels” action.
TURBO HEELS: as a move
action, immediately move 12 (Far) squares of movement in a
straight/diagonal line, ignoring Opportunity Attacks. Note: This is
subject to terrain.
2) The normal
classes are replaced with the three following below.
BULLDOG
A variant of the
Terrier designed for close range combat in urban environments.
Relatively tough, scrappy, although operating time is compromised.
d8 HIT DIE
d8 DAMAGE DIE
d6 REACTOR DIE
STARTING HIT POINTS
1d8 + 4
WEAPONS AND ARMOR
All armor, all weapons,
shields
LEVELLING UP
Roll your hit die to
gain new hit points. Roll to see if attributes increase, rolling
twice for Power and Mobility. At levels 3, 6, and 9, gain a new
module.
STARTING EQUIPMENT
Basic radio,
Knuckledusters (light melee weapon),shorty rifle (light ranged
weapon), shield (+2 AP), light armor (+3 AP)
CHARGING STRIKE As Rulebook
COUNTER! : After
resolving a melee attack against this mecha, it may immediately spend
1 armour point to make a melee attack back, as an Opportunity Attack.
TERRIER
The standard Trooper
seen on thousands of planets, in their hundreds of thousands. Fast,
powerful, and a good performer in all things except pilot safety.
d8 HIT DIE
d8 DAMAGE DIE
d8 REACTOR DIE
STARTING HIT POINTS 1d8
+ 4
WEAPONS AND ARMOR Light
armor, all weapons, shields
LEVELLING UP Roll your
hit die to gain new hit points. Roll to see if attributes increase,
rolling twice for System and Presence. At levels 3, 6, and 9, gain a
new module.
STARTING EQUIPMENT
Basic radio, Knuckledusters (light melee weapon), Long Rifle (light
ranged weapon), shield (+2 AP), light armor (+3 AP)
RELIABLE When you roll
a 20 on a test, you can choose to reroll the die. You must use the
new roll.
AGILE As a move action
immediately move 6 squares (Near) in straight/diagonal line, then
change direction to move 6 squares in another unbroken line. Note:
this is subject to both terrain and opportunity attacks.
MASTIFF
A heavy class of
Trooper, intended for the most intense battles or countering enemy
tanks. Big, tough, and faster than it looks, the Mastiff relies on
its defensive machine guns against melee attackers.
d10 HIT DIE
d6 DAMAGE DIE
d6 REACTOR DIE
STARTING HIT POINTS
1d10 + 4
WEAPONS AND ARMOR All
armor, all weapons, shields
LEVELLING UP Roll your
hit die to gain new hit points. Roll to see if attributes increase,
rolling twice for Presence and Power. At levels 3, 6, and 9, gain a
new module.
STARTING EQUIPMENT
Basic radio, Bazooka (heavy ranged weapon [+2 attack and damage]),
heavy armor (+5 AP)
DUAL MACHINE GUNS As a
ranged attack action, test power to inflict D6 damage on a target.
Range is 6 squares (Close/Near).
MORE DAKKA When you
roll a 1 on a damage die, you can choose to reroll the die. You must
use the new roll.
3) Use the following replacement modules only.
Light Missile Pod
As an attack action,
test System. If you succeed, deal 4d4 damage, divided as you choose
between enemies at Far range. Roll your reactor die.
Heavy Missile Pod
As an attack action,
test System. If you succeed, deal 3D8 damage to a single Far target.
Roll your reactor die.
Shaped Demolitions
Charges
As a use action, plant
a Charge. Roll your reactor die. On your turn, as a use action, deal
2D10 damage to 1 enemy within close range of the mine. The charge is
then destroyed.
Auxiliary Machine Gun:
As a use action, test Power to inflict 1D4 damage on a target. Range
is 12 squares (Near/Far).
Expanded Stowage
Increase your reactor
die by one die type.
Camo-netting
You have Advantage on
Mobility Tests to become hidden.
Lucky Furry Dice
Once per session, gain
advantage on a single roll.
Distinctive Paint Job
Gain Advantage on
Presence Tests to intimidate/impress, Disadvantage on attempts to
hide or otherwise go unnoticed.
What do you think? Any
good?
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