So, here's the thing, say you want "realism" in your Mecha Hack. That's realism as a design motif, not an actual function of the rules mechanics. It's a simple game, and giant robots are not realistic in any serious sense. But you mean realistic as in "not a Super Robot, a Real Robot". The next question is how realistic? Oh you mean militaristic? Gotcha. Well, the first thing you do is look at the Gundam franchise and throw most of it out. While the original series was a trope maker, one thing it did not do was apply the idea of a “squadron” well. In a real world military, vehicles of different types are not deployed together as a unit. Its a matter of logistics and practicality, the vehicles have to be able to keep pace with each-other, do the same tactical role, and as simple as possible to supply. You can see hints of this with antagonists, but the famous White Base has a mixed unit of a melee specialist with a bazooka, mid-range artillery, long-range artillery, and whatever you count the core block vehicles as. To be fair to Amuro & company, they were just refugees playing the hand they were dealt, and we're dealing with matters of drama, but this arrangement was fairly influential. This sort of thing however isn't Gundam's invention or fault. We are talking some seriously foundational storytelling dynamics. Think Journey to the West. Think Fellowship of the Ring. Think Five-Man Band. As a result, most mecha animes are often only Mildly Military in tone and execution, I.E. something outside the usual framework and without the attitude of a professional soldier, and obviously merchandise driven, like most anime is. If you want something that at least looks broadly sensible you have to go a bit more obscure, like Votoms, Gasaraki, Front Mission, and the outlier that is is Gundam: The 08th MS Team. This article presents some ideas on how to do that in The Mecha Hack, presented in a clickbait format.
Idea 1: Use Maps and the Optional Rules
While not
specific to the Real Robot genre, there is a serious-mindedness that
is common amongst its proponents. Just using a map will add a more
considered and and technical feel, but would require more preparation
from you as GM. The Mission Manual meanwhile presents a megaton of
optional rules which could be layered onto a campaign, specifically
Environment Templates and Hard Mode. Ammunition is an obvious one, as
are Fire Team tests. On-foot skills may also be a good fit for
smaller scale mecha settings. Try to aim for thematic, rather than tiresome, however.
Idea 2: Modifying Chassis
A basic tenant of the Real Robot style is for everything to be a mass produced item, often with a comparatively small number of main designs. The quickest way to introduce that feeling of uniformity is to simply have one chassis, letting pilot types and modules do the heavy lifting. You just need to ensure your chosen chassis does not present an obvious balance issue in bulk. Having a squad of strikers for example would hamstring the reactor mechanic without a modification. So, that's what I did for a game, I took that ability out and replaced it with stuff from other classes. modules and weapon qualities to create the feel of unified team, but each having a speciality.
Idea 3: Modify Level-ups
Following on from the above, you could change how a mecha levels up. It's far from unheard of for a generalist mecha to be customised for a specific person, so even if the basics are common, people can specialise in more subtle ways than new Chassis Abilities. There's a whole trope about it, the Ace Custom. So, while things like Hit Die could remain fixed, the other stats may level up differently. So, you might use the brawler as a base, but allow players to be "Scout Specialists" and level like a scout.
Idea 4: Command and Supply Vehicles
A concept
that pops up occasionally is the idea of a non-humanoid support
vehicle. Say a truck loaded with sensors to guide the Mecha, or
supplies to assist. This might be an NPC, but then again you do get
people whom enjoy playing support/healer/Auxillary, so here's some rules for
that. This inspiration here is mainly the example in 08TH MS Team, although the modules lean on Front Mission.
Support Truck Chassis
Hit Die D6 Damage Die D4 Reactor Die D6Levelling
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, & 9, gain a new module.Starting HP
1d6 + 3Proficiencies
Light Ranged Weapons, Light Amour.Starting Equipment
Comlink, Defensive Turret (Light Ranged Weapon), Light Armour.Sensor Boom
You gain Advantage on System tests to detect Distant and beyond-distant foes. You also gain Advantage on Initiative tests, provided at no foes are Close or Near.Target Designator
See the Auxillary's Reinforce ability.
Support Truck Modules
Weapon Rack: You have stowage for weapons and shields, equivalent to 6 hands. You or a friendly Close Mecha may retrieve and henceforth operate a single piece of equipment with a Use action.Emergency Repair Beam: As a Use action, immediately repair 1HP to all Close friendly mecha. Mecha with no AP remaining also gain a 1AP as well. Roll your reactor die.
If you do end up using these rules, please let me know how it turns out.
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