Sunday, 5 July 2020

Dogs of War: a “Rollerblade Good” Modification for The Mecha Hack

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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