First, a
bit of background. As I am back running a campaign, I needed to give
some thought to the actual nature of combat in The Mecha Hack.
Specifically, how to present a meaningful challenge to a squad of 7
players. This prompted probability calculations, and deeper thought
about how the classes worked. Then I realised that there was probably
an article in it. A discussion or review of the Chassis types and
Pilots. Of course, the thing I want to stress here is that I am not
trying to find the chassis or pilot that is "Da Bestest".
I'm trying to provide a resource for Gamesmasters to make combat more
engaging, and for players to better understand how their robots
actually work. We're all here to have fun, not min max.
Auxiliary
TBH, I
almost forgot about this one. The Auxiliary is rooted more in RPG
tropes than the Mecha genre, although you do easily find mechs like
this in Super Robot Wars. It offers buffs to damage rolls, and
reactor management superior to that of the Striker. As its preferred
stats are System and Presence, it grows into a nice sensors and face
role too, making the Auxiliary into a natural choice for a Commander
or Quipster Pilot playing support. On the downside, this chassis
absolutely is not a front line fighter, having limited weapon
options, a d6 hit die, and a d6 damage die.
Brawler
The best
all-round beat-stick. It can actually move and then attack twice on a
single reactor roll due to how Charging Strike works. This stacks
quite well with the higher chance of critical hits, although the
focus on Power and Mobility can create a vulnerability to
unconventional attacks and problems which can't be solved with more
violence. You do however get a lot of equipment options, and ranged
combat is very doable. If a player is aggressive, but doesn't have a
set idea of what they want their character to be just yet, suggest
Brawler. After that, module choices that favour melee or speed become easy choices.
Colossus
Similar to
the Titan, but if the Titan is a turtle, this is more of an angry
bear. Its defining feature is Garrison Mode, significantly improving
both durability and damage output, at the cost of disadvantage on
Mobility tests. How big of weakness that is depends on the foes you
face, as while mobility is the common dodge roll, it's not the only
one, and the 1d4 can reduce an attack to nothing. On average, a
Colossus with starting equipment might expect to ignore 2.5 damage on
every attack, while inflicting 8 damage in return, which is
devastating in a war of attrition. There's even reason to transform
right in front of the foe with Kinetic Reactor, although that's more
a happy bonus when it happens than anything to build a plan around.
While all of the above is great, a Colossus is brutish and slow, and
relies on Garrison Mode to get the job done.
Hybrid
This is a
bit complicated and simple at the same time. First off, this is the
most immediately lethal chassis type, especially if you go for the
Energy Modulator for the d12. Which 3 of my players did
independently. This is not necessarily ideal, mind you; Hybrids have
low HP with slight tendency to gore themselves, so inflicting D12
damage on yourself is bad news. This chassis is very much about risk
versus reward, and being a total berserker. It takes heavy weapons
only, no shields, but hits harder than almost anyone when it
connects. And you are encouraged to hit as often as possible, as you
don't overheat like regular mecha do. True, the side effects are bad
news for you and everyone around you, but you aren't defenceless like
in an overheat. Mawbeam also has a few odd implications, as it's
based off Presence, a stat this chassis does not favour. It works
mainly as a roundabout way to get a light ranged weapon, sometimes
beneficial at lower levels, but otherwise is likely out performed by
any ranged module. I can only assume this is to help low-level Hybrids, as its a Use action without the downsides of heavy weapon, and to provide a way for people to purposefully go feral if they want to.
Scout
Probably
the most D&D of the original 4 chassis, although Full Metal Panic
exists, the Scout has a lot of utility. You've basically got a giant
robot rogue that turns invisible, and there's a call for that in
every party. The related abilities for this allow a scout to
sucker-punch above its weight, but it's not something you can do in
successive actions, and may leave it open for retribution. Going
invisible is a reactor roll, and even if you use other methods,
setting up and performing an Ambush is a whole turn's work.
Fortunately, this chassis favours Mobility and System, so higher
level examples don't need to use the Stealth Field as much.
Striker
This
chassis is probably the closest to a generalist design, being average
in most things, and lacking the Brawler's melee preference. Reactor Charge obviously finds use in every game, although Adaptable Robotics
is more of an infrequent safety net. A higher level Striker will find
themselves very agile and pass initiative tests a lot, but raw Power
can take a while. The chassis does suffer a bit from the lack of an
obvious niche, but you can take it places. Recommended for beginners,
Commanders, and for System based builds.
Titan
A tank,
sometimes literally. A Titan has the highest overall HP, a "shield
spell" and can take hits for others via Kinetic Absorbers,
meaning it usually gets used as a wall by more delicate mecha. This
is doubly true if Barricade Mode is chosen, as the synergy there is
off the charts. This is however balanced out by a tendency to act
after enemies, and have mediocre damage output. Yes, a Titan does
have high Power and a big gun, but the d6 damage die limits things. A
Titan can reliably absorb damage, and return it, but heavy hitting is
the job of other classes.
Vanguard
With its
ability to shift its Reactor and Damage dies on the fly, a Vanguard
is the choice for a player whom likes a technical play style, or
wants to create a
Do-Anything Robot. The usefulness of this ability
is something mired in the realms of probability calculations, and
that's a choice you'll have to make on the day. Sometimes it's better
to hit once very hard, sometimes it's better to attack more, ya know?
Some of the risk can be by taking both the Energy Modulator and Super
Reactor modules, effectively meaning you can outperform a Hybrid
reliably. This is especially true if you are making use of the
Utility Appendage to carry a big axe. Alternatively, you could be
less boring, an just go for the exotic modules to play support. The
inevitable downside is that a Vanguard is a glass cannon, especially
as it levels up. Not recommended for beginners, but recommended for
people whom enjoy mastering rules mechanics.
Pilot
Types
While
chassis say what a mecha can do, it's the pilot type which dictates
how they are played. I.e. this is where players find their characters,
and what they might be good at. As this mainly applies at character
creation, with their abilities being subjective in application, pilot
choice is more of a role-play thing than a game-mechanics thing. At
least once you've levelled up a few times; pilots do boost stats, but
the effect looses significance over a campaign. That said, let's look
a little deeper.
Bionic
These
metal looking dudes offer mainly defensive stat bonuses, and only
indirect benefits to offence. The ability to sacrifice armour to
prevent reactor mishaps is powerful at lower levels, and has obvious
synergy with Hybrids, and less obviously Strikers. It's applicable
to many play styles however, and provided AP is readily available, it
sidesteps any need for reactor modules.
Commander
These
usually take on the role of Team Dad, and in a more tactical style of
campaign can be very useful. An extra action is very handy there,
especially if applied by fast Commander to a slower player. If you
take a looser approach to combat however, the bonus isn't that great.
In either case, the penalty for doubling up on actions still applies.
Commanders work best in a ranged support role, where they can forego
moving to boost other players.
Engineer
Despite
the recent addition of the Auxiliary, something notably absent from The Mecha Hack is an obvious healer class equivalent. I think it's
because mecha are more usually repaired in hangars. The Quick Fix
ability does allow for a limited form of healing, but one that is
most useful at low levels due to how it scales. Trading 1AP for 2HP
is very much worth it when you have one HD, but not later on. Modules
and equipment tying into armour can of course make this into more of
a thing, but an Engineer isn't a cleric without homebrew rules. Both
GMs and players will need to find a balance as how repair an Engineer
needs to do, but I'm inclined to think of it as a happy bonus, not an
obligation. Otherwise, this pilot type boosts the System and Mobility
stats, which help them stay alive to fix others.
Maverick
The most
aggressive of the pilot types, the Maverick is all about the
violence, with minimal downsides. Reckless attack does consume AP,
but this pilot boosts Mobility and Power, so it needs it a little
less, and hits a little more. The additional damage die is also only
applied to a successful attack, so you don't waste it, and it stacks
nicely with other abilities. Mechanically and roleplay-wise,
Mavericks fit most of the d8 damage chassis, although the Scout makes
a lot of sense.
Merc
The most
open of the pilot types, a Merc can be almost anybody you want them
to be, but don't bring anything unique to the table. Their main
gimmick is the extra module at level 1, allowing for a player to push
towards a specific build much faster, or just being prepared ala
Batman. Otherwise, Mercs bring boosts to Power & Presence, which
suggests a dakka and intimidation role in the party.
Pariah
Oh look,
its a Newtype! Pariahs are adaptable to some extent, but obviously
fit chassis that favour Presence. Strange Empathy can in that case
compensate for weaknesses in Mobility, greatly improving those chonky
boy chassis. Throw in some Presence based modules, and you may not
need anything else.
Quipster
Shoutout
to Dagger Zero, you glorious loon! Anyway, this is a good example of
a handy buff tied to a role playing hook. Quipsters are comedians of
a party, the one whom keeps morale up, and this is represented by
them granting Advantage to other players. This is a great, "why
not? " sort of ability, just remember it can be used to cancel
out disadvantage. A Quipster is also a bit chassis agnostic, but a
support role is a good place for them.
Vet
Possessor
of the best ability on name alone, the Vet is an easy character to
both use and get into. Reactor die based builds obviously get the
most benefit, but the additional customisation at character creation
smooths some bumps.
Conclusion
There's a
lot of flexibility here, and what counts as “good” entirely
relies on your skills as gamesmaster, or roleplayer. As it stands,
the chassis and pilots found in the core rulebooks are the easiest to
get into and balance, with the
Mission Manual chassis being more
specialised. The pilots from the manual can however be used fairly
easily, with the possible exception of the Pariah. Ultimately? Use
whichever feel right.