Sunday, 12 December 2021

The Mecha Hack: Four More Chassis Things

Something I enjoy about the Mecha Hack is how easy it is to, well, Hack. I've been able to produce no end of material because of this, a lot being used in my RPG group. Today's article is much the same, based on concepts I brainstormed in preparation for a new campaign. I don't think I'll end up using these, as I'm currently favouring a different concept, but maybe you can get use out of them? What follows is a bunch of Gundam style grunts, designed to replace the stock 4 chassis, in a smaller scale conflict. Like Zeta...



The Cannoneer Chassis

Inspiration: RGC-83 GM Cannon II, GN-005 Gundam Virtue

The thing about the Titan chassis is that it's very defensive. That's not a complaint, just an observation. Sometimes though, you might want something more proactive, hence this. The Cannoneer is intended as a durable fire platform, stopping short of the Colossus and its transformation gimmick. It has a different gimmick instead, allowing a player to shed armour for agility. This makes it look like something of a good-all-rounder, but its more about long-range stuff.


CANNONEER CHASSIS

HIT DIE D10 DAMAGE DIE D6 REACTOR DIE D6

STARTING HP
1d10 + 5

WEAPONS AND ARMOUR
All weapons and armour.

LEVELLING UP
Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Presence and System. At levels 3, 6, & 9, gain a new module.

STARTING EQUIPMENT
Comlink, Heavy Armour (5AP), Small Shield (2AP), Machete (Light Melee Weapon), and Assault Rifle (Light Ranged Weapon).


DESIGN FEATURES

TWIN SHOULDER CANNONS: As an attack action, test Power. If you succeed, deal 2d6 damage, divided as you choose between enemies at far or distant range. Roll your reactor die.

PURGE ARMOUR: As a use action, spend all/any remaining AP & discard your Twin Shoulder Cannons to gain a + 2 bonus to mobility. This lasts until the end of the combat, and the equipment is restored at the next full rest. 

 



The Corax Chassis

Inspiration: OZ-12SMS Taurus

Going slightly more specific for our first Gundam Wing reference of the day, the Corax is a Scout replacement. These are perhaps slightly toned down from the Taurus, these has the virtue of an easy flight mode, and a better damage die than the regular Scout. This means its more about speed than sneaking, but doesn't have to spend a whole turn on the wind-up for an attack. The AI function is intended to suggest a technically competent, but dumb as a sack of hammers robot brain, which is quite representative of the show.


CORAX CHASSIS

HIT DIE D6 DAMAGE DIE D8 REACTOR DIE D6

STARTING HP
1d6 + 3

WEAPONS AND ARMOUR
Light weapons, heavy ranged, & light armour.

LEVELLING UP
Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Mobility and System. At levels 3, 6, & 9, gain a new module.

STARTING EQUIPMENT
Comlink, Light Armour (3AP) & Beam Rifle (Light Ranged Weapon).


DESIGN FEATURES

FLIGHT FORM: As a use action, transform. While transformed, you ignore difficult terrain, can move two range bands with one move action, but may not use melee weapons. Return to normal with a use action.

DRONE AI: Your machine can be programmed and/or instructed remotely to act in combat, as fully functional drone. While doing so your mecha has no pilot type, Power: 10, Mobility: 10, System: 5, Presence: 2, and the same HP/AP. Triggering or cancelling this ability requires a Use action.



The Mock Chassis

Inspiration: RMS-106 Hi-Zack 

OK, this is an example of an idea running away with me, and I'm not sure where to take it next. As I have commented before, the Hizack is something that makes no sense in context. It's a machine objectively worse than everything else the Federation had en-mass at the time, it looks like Zeon made it, and its operated by an organisation with "Fuck Zeon" tattoos. I first thought if it as a low cost grunt with thematic flaws, and then came the inspiration. Its an aggressor for war games. Its a false flag unit. A, wait for it, Mecha of Disguise. So, this chassis has the start of a subterfuge mechanic, that I never quite finished. I also added a damage die mechanic to represent the Hizacks power issues. This could actually benefit such a player's cover story, pulling a few punches and so on. Mechanically, this fills the role of a Striker, my logic being that a conman would need a good eye and fast mouth, and that sort of thing is System and Presence.

I realise that I may have put more thought into this than Sunrise did.


MOCK CHASSIS

HIT DIE D8 DAMAGE DIE D6* REACTOR DIE D6

STARTING HP
1d8 + 4

WEAPONS AND ARMOUR
All weapons and armour.

LEVELLING UP
Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Presence and System. At levels 3, 6, & 9, gain a new module.

STARTING EQUIPMENT
Comlink, Light Armour (3AP), Small Shield (2AP), Heat Axe (Light Melee Weapon) and Autocannon (Light Ranged Weapon).


DESIGN FEATURES

REPURPOSED AGGRESSOR UNIT: You may reconfigure this machine so it resembles a different mecha with relative ease. You also reroll 20s when attempting to maintain that cover, infiltrate enemy installations and general subterfuge, assuming your disguise is credible.

OBSOLETE POWER CONDUITS: As a use action, change your damage die to one of the following 3 settings. A: your damage die is d8 for melee, but d4 for ranged. B: your damage for is d4 for melee, but d8 for ranged. C: reset your damage die to normal. This effect lasts until changed or the end of the battle.



The Trooper Chassis

Inspiration: The OZ-06MS Leo

As you may have observed, I kinda love the Leo. The poor, cannon fodder unit seemingly made from eggshell and dynamite. The only time this ever did well was when a big name piloted one, so I'm gonna use that as a justification to make this a Brawler analogue. Leos are very much my platonic ideal of a Grunt unit; it's entirely utilitarian in design, it comes in broadly sensible colours, and it's got a big selection of kit. As such, the focus here is adaptability and the stereotypically Russian approach to war materiel. Modules become easily swapped in the manner of missiles on jet fighters, or SEEDs various backpacks. You may wish to create a curated module list for that purpose. Meanwhile if, sorry, when these fall in combat, they can just get a new machine, no trouble.


TROOPER CHASSIS

HIT DIE D6 DAMAGE DIE D8 REACTOR DIE D6

STARTING HP
1d6 + 3

WEAPONS AND ARMOUR
All weapons and armour.

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, & 9, gain a new module.

STARTING EQUIPMENT
Comlink, Light Armour (3AP), Round Shield (2AP), Beam Saber(Light Melee Weapon) and Drum Machinegun (Light Ranged Weapon).


DESIGN FEATURES

SURVIVABLE AND DISPOSABLE: If you are reduced to 0 HP, do not roll on the chart. Instead apply the "eject" result, and receive an identical replacement machine when there's a gap in the fighting.

FLEXIBLE MISSION HARDPOINTS: During Downtime, you may swap out any/all of your modules for the next mission, subject to GM approval. The module(s) listed on your character sheet are considered your default load-out.



If you do use these rules, do let me know how it turns out.

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