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.