Generally speaking, my
interest in the mecha genre comes from two angles. My default is the
intellectual, armchair general kind of way. You'll see this in the
rambling introductions to my gunpla articles, I like the worlds and
history they live in. When you get right down to it, a good mecha
anime is a good story. My inner child however simply loves the wonder
of giant robots, and my numerous neuroses can be calmed by a show
that tries to be awesome and hot-blooded. Such things are usually
typified by the Super Robot genre, a concept which is known in the
West, but perhaps not consciously, or by that name.
What
is A Super Robot?
Super Robots represent
the original form of the Mecha genre, with its own conventions and
tropes. As the name implies, these are robots that are akin to
superheroes, as opposed to Real Robots like Gundam, which aim for
realism as a design motif. This distinction was popularised by the
Super Robot Wars series of games, which features massive crossovers
between numerous mecha franchises, and is more of a spectrum than a
hard line. Remember, Real Robots were an evolution of the Supers, and
there can be a lot of overlap. If a mecha looks and behaves like
something out of Power Rangers or
Gurren Lagann, has powers as plot
demands, and does not attempt realism, its probably a super robot. If
a mecha looks like a mass produced item that follows a consistent
internal logic, it's probably a real robot. Pacific Rim is a pretty
good example of the middle ground between these two extremes, the
Jaegers being highly individual monster wrestlers, but with a
logistic angle like a battleship. Alternatively, Gundam Wing is for
most intents and purposes a real robot show, but the titular Gundams
are so overwhelmingly lethal they might as well be supers. More
generally, super robots aim at young kids as opposed to the teens
reals aim for, although the idea has been around long enough that
deconstructionist works and gritty reboots are a thing. Fashions ebb
and flow, don't they? Put another way, if a real robot show is like a
Christian Bale Batman, a super robot show is the Adam West Batman.
And yes, people can get defensive about that, and then go and hire
Ben Affleck.
Playing
with Super Robots
The Mecha Hack and its
Mission Manual are generally quite good at handling Super Robots as
is. The influences are very much worn on their sleeves there. Kaiju
can be left as is, or reskinned as "Robeasts", and classes
like the Colossus and Vanguard are pretty much there already. Things
can however be taken further. The sample class below is an example of
how. Here I've taken the view that a super robot is a close range
fighter, reliant on its modules for ranged attacks. As super robots
are fundamentally built for punching, I've treated the fists as light
melee, rather than unarmed or improvised. You may wish to add "eye
beams" or similar as a ranged weapon. Meanwhile, the Chassis
Abilities play to prominent genre staples, namely courage/guts and stock
animation attacks. For the full effect, make it so enemies can only
be defeated by a Finishing Move. The primary influence here is my
personal fave,
Gaogaigar, which has an article pending BTW.
Super Mechanoid
Chassis
Hit Die D10 Damage Die
D10 Reactor Die D6
Levelling
Roll your hit die to
gain new hit points. Roll to see if attributes increase, rolling
twice for Power and Presence. At levels 3, 6, & 9, gain a new
module
Starting HP
1d10 + 4.
Proficiencies
All melee weapons,
Heavy Armour.
Starting Equipment
Comlink, Bare Knuckles
(Light Melee Weapon), Heavy Armour.
Heroic Courage
As a use action, test
Presence to regain 1d6 HP and reset your Reactor Die to 1d6. You may
not attempt this if you are undamaged and/or have a Reactor Die at
its maximum, but you may do so the turn after Overheating.
Finishing Move
As an attack action,
test Presence to inflict a Finishing Move to a single Close enemy. If
that enemy is at 33% HP or less, it is destroyed, otherwise it
suffers 2D8 damage. Roll your Reactor Die twice.
Super Robot Modules
Rocket Punch: As an
attack action, test Power to inflict 2d6 damage on a single Near or
Far Enemy. Roll your Reactor die.
Giga Drill: As an
attack action, test Power to inflict 2D4 damage on a single Close or
Near enemy. If the target is Close, the damage is 3d4 instead. Roll
your Reactor Die.
Alternate Rules for
Combiner Mecha, Featuring the Lovelace Liberator
I'm going to tell you a
little story. So, its the time of the first UK lockdown, and I'm
desperately trying to find something to do. One of those things ended
up being the “New-Texas Test Team”, a Mecha Hack Campaign for
assorted groups, which eventually was whittled-down one party of good
friends. It might have been the smartest thing I ever did. One man,
he knows who he is, asked about combining, and my response was
basically “I'm not saying no, but there's not rules for that, lemme
come back to it later.”. Because I aim to please, I made this the
focus of the mid-series climax. Simply, a character had dared the
resident mad scientist, Diana Lovelace, to put in a gestalt mode, but
forgot to due to an off-screen drinking binge. This eventually is
revealed several weeks later when the party faced an otherwise
unbeatable foe, combining to form the Lovelace Liberator. There was
theme music, and everything. This was my first ever attempt to write
and play with my own homebrew rules for the Mecha Hack, and looking
back, it was a bit of a bodge. I ended up revising pretty quickly.
TBH, I now feel I was unduly harsh in my
Mission Manual review when I
said the Combiner rules lacked oomph. They seem quite functional, and
I'd use them for “Symmetrical Docking” style, Fusion Dance,
two-part combiners. However, you may wish like I did for a combiner
to be an event. A high point. Something with its own distinct rules.
So, here's some guidelines as to how.
The combined form
has its own character sheet, with pilots operating as Mecha Crews,
see page 38 of the Rulebook.
A combined form
should have a minimum of 100HP, 20AP, 2d8 Damage Die, 1d10 Reactor
Die, while Mobility is capped at 10.
It should have the
Chassis Ability “ALL YOUR POWERS COMBINED: As a special action,
any and all pilots may choose to activate an chassis ability or
module from their individual mecha, the effect lasting until the
start of their next action, and benefiting the whole combiner.
Triggering this ability does not count towards the action limit, but
the Chassis Ability or Module you activate otherwise functions as
normal.”
It should have the
Chassis Ability “EMERGENCY COOLDOWN: Should it Overheat or loose
its last HP, the combiner instead immediately separates into its
component parts, i.e. the party. Individual components have their
reactor die set to 1d4, with HP at GM discretion. Combination may
not be attempted for the rest of the scenario.”
The feel I was aiming
for here was “big punchy thing, but players have to collaborate”.
Such a Combiner might have as many as six actions a turn, enough to
muller most foes, but would run through its Reactor Die pretty
quickly. Therefore players have to pace themselves, possibly spending
actions on “ALL YOUR POWERS COMBINED” to maximise the attacks
they make.
If you do end up using
any of this, do let me know how it turns out.