Sunday, 17 January 2021

The Mecha Hack: How to handle Macross?

The Macross franchise is a fairly influential mecha series known for its transforming jet robots and weaponised idol singers. In the West, its known more as the good bit of Robotech, but let's not get too far into that mess. I don't feel the need to rant about the famously litigious Harmony Gold just now. Here's a video clip.



 

Now, let's say you wanted to run a RPG of that. You can quite reasonably use any of the transformation based modules in The Mecha Hack ruleset, but the thing is, Macross tends towards aircraft-based realism. In fighter mode, a Valkyrie moves at supersonic speeds, with the battlefield being a rolling road across continents. In gerwalk mode, you've got what amounts to an attack helicopter with arms, but still trucking along at three hundred miles a hour plus. Finally, the Battroid form doesn't really fly too much, but it can still run faster than is legal on a motorway. There is a fundamental disconnect between the scale of each mode, which may operate very differently in space or in an atmosphere, AND pilots can switch mode to get a tactical advantage. So, how would you attempt to depict that, without falling into a pit of complexity completely at odds with a “Hack” game? This is what I came up with.

 

The Core Concept of a Variable Fighter 

In a battle scene, the Gamesmaster will describe the battlefield and which of the three modes would be “dominant”in it. A mecha would gain the benefits of that mode, rather than having to declare and manage their own transformations.


Fighter Mode : Supersonic

In this form, a mecha can make two moves as a single action. Also, if you roll a 20 when attacking with Missile Weapons, you may reroll it.


Gerwalk Mode: Multi-vectored thrust

In this form, when taking Mobility tests to avoid attacks and dangerous terrain effects, if you roll a 20, you may reroll it.


Battroid Mode: Defensive fire

In this form, a mecha has Advantage to defend against Missile Weapons. It also gains 3 points of temporary armour, which replenishes at the next rest.


Transforming in Combat


While a given combat will feature a dominant mode, players can opt to change form temporarily to again the benefits of that mode. As a Use action, a player may opt to change into a different mode, gaining all the appropriate rules from that moment, replacing what they had before, until they act in the next Moment. Alternatively, a player may opt for an Emergency Transformation, assuming they are not currently prevented from taking actions, I. E overheat. This is an exception to the normal limits on actions, and the player must immediately take a Systems check. If successful, their mecha changes form as above. If they failed, their mecha does not change, and as suffers Disadvantage on the next dice they roll, commonly the attack they were trying to avoid.



A word on THE NEED FOR SPEED and splitting the party

As mentioned, while all modes can fly to some extent, there is a marked difference between them with respects to their speed. The above rules assume the players are trying to function as a Squadron, and keeping pace with each-other, but this may not the be case. If a player chooses to be the odd one out and stick with a form that either outstrips or falls behind the other players, this will split the party and the GM will have to compensate, I.e. slowpoke skips a Moment.


Missile Weapons 

Due to their aircraft roots, most mecha in Macross have access to guided missiles, often in huge amounts. There's a trope about it. This can be in conflict with more conventional aspects of the show, as to be a mecha is to be humanised, but missiles kill you from yonks away with a button press. So, we want missiles to be dramatic, but not overpowering. With this in mind, missiles should have a restriction on their use, i.e. a Reactor Roll or treated as consumable items. I have also made them work off the System stat below, as I feel it adds a bit of nuance and represents the automated nature of guided missiles quite well.


Dogfighting, Hostile Mecha, and Battlefield Effects
 

It is generally assumed that Variable Fighters can only be targeted by ranged attacks made by other similarly airborne mecha or dedicated anti-aircraft weapons. Also, there's a tendency for Valkyries to have a significant numerical disadvantage, versus factions like the Zentradi. As such, the attacks made by other things like spaceships, Destroids playing defence, vast Regult mobs, and land-based vehicles are probably best represented by either the swarm rules(1), or battlefield effects with names like "Flak Curtain" or "Bullets in Every Direction".


A Sample Class

I'm not trying to do a total conversion here, more an intellectual exercise. If you want to have some of the more out-there aspects of Macross, you'll have to do this yourself. I chose the VF-11B due to its relative simplicity and archetypical features. Its based loosely on the Scout class, as I feel d8s and d10s are probably better used on heavier or more elite aircraft. This could be adapted easily into mainstay fighters like the VF-1 and VF-171, or more conventional “heroes” like the VF-19 or VF-25. If you find it simple, remember that this is a minimalist game system, and players get a lot more options due to the transformation. You don't have to model all the things, just the bits that are flavourful, and this ends up being four times more complex than any class in the rulebook anyway. For context: here is a video of the VF-11B in action, where it largely used up its lifetime supply of awesome, and yes, the voice is Bryan Cranston.



The Shinsei Industry VF-11B Super Thunderbolt Class

Hit Die d6 Damage Die d6 Reactor Die d6

Starting HP

1d6 + 6

Weapons and Armour

All handheld weapons, shields, FAST Packs, and the Protect Armor System.

Levelling Up

Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Mobility and System. At level 3, gain access to the Protect Armor System in special missions. At level 5, submit your Application for a better plane...

Starting Equipment

30mm Gunpod with Bayonet (Light Ranged Weapon), Shield (2AP, Battliod/Gerwalk only), FAST Pack Missile Bays, Comlink.

Design Features & Weapons

FAST Pack Missile Bays- As an attack action, test System. If you succeed, deal 4d4 damage, divided as you choose between enemies at Near/Far range. Then roll your Reactor Die.

Protect Armor System

Damage Die and Reactor Die both become d8, but the variable fighter remains locked in battroid form, and has Disadvantage on Mobility Tests. It replaces its usual equipment with “Protect Armour (10AP), large reactive armor shield (5AP), GU-XS-06 Long-Range High-Piercing-Round Gun Pod (heavy ranged weapon), FAST pack Missile Bays, Heavy Missile Pod, Comlink”. The equipment can be purged with a Use Action, reverting the variable fighter to its normal state, i.e d6 Reactor Die, other equipment at GM discretion.

Heavy Missile Pod - As an attack action, test System. If you succeed, deal 3D8 damage to a single Near/Far target. Then roll Your Reactor Die.


And finally: Macross isn't about killing people


Yes, I know, 1200 odd words so far purely about effectively modelling aircraft-based robo-warfare. But we now need to address tone. Individual instalments differ in focus, but Macross largely does not do nihilism or War is Hell, and if anything has themes of finding common ground over shared culture. Music is always there, a usually positive force balancing out the destructive ones. This is an area where Presence Tests and actual roleplaying is needed, so keep this in mind when running such a game. Also, Macross was originally planned as a comedy, so by all means, be goofy.





Footnote

1) Which are still unpublished at time of writing. Come on, Mission Manual.

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