03-22-2011, 11:33 AM | #1 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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[Spaceships] Technical solutions for GMing mecha games based on SS4 rules
Greetings, all!
Had some random ideas that I suspect someone might want snatch and/or expand, so here goes: First of all, GMing a mecha game typically requires some level of handwaving, so I will find neat ways to stack the deck in favour of mechs (against tanks, primarily). Also, some rules need to be altered to make mechs more varied, some systems more attractive etc. Here goes. Characters - new or modified Advantages Mecha Synchronization Meta-Trait Mech pilots may possess some or all of the following limited-access traits: Gunslinger (Mech), Weapon Master (Mech Weapons), Equipment Bond, Extra Option (Extra Effort by pilot affects whole mech), Higher Purpose (Use mech in a manner representative of the pilot's personality), and possibly some others. A GM may rule that any of these traits, even if not limited, only apply to mechs with a body morphology matching that of the pilot (i.e. the traits don't work for quadruped mechs piloted by humans). Gunslinger When applied to mechs (in any of its limited forms), the effects of Gunslinger are slightly altered from the pedestrian version:
Limitations for Gunslinger in a mech game include:
Weapon Master mostly behaves as listed, with the optional Mech Only (-20%) limitation. A very, very generous GM might allow to combine it with Missile Weapons (+20%) enhancement, which will add +1 or +2 damage per die for having weapons skills at attribute+1 or +2. Cinematic Skill changes: Roll With The Blow defaults to various skills, depending on mech type: Acrobatics-2 for fast or jumpy ones, Invisibility Art or Electronics Operation (EW) for those with ECM or stealth (but they only against Area Effect or Explosive attacks by making them miss slightly), Immovable Stance-4, Shield-4, Force Shield-4 and Electronics Operation (Force Shields) for heavy ones (but it ignores all knockback for indirect Explosions instead of doubling it). Breaking Blow works on all sorts of vehicles and buildings except other Synchronized mechs, even if they aren't homogenous, don't stand still etc. --------------------------------- Spaceship systems and vehicle changes Some ideas to make mech combat more satisfying:
Hit Locations for mechs A humanoid mech has more leeway in how hit locations are distributed. A strictly humanoid form has the following mass distribution: Head+Neck - 7% Torso - 42-43% Arms - 5% each Legs - 20% each Assuming the designers follow that shape, systems are distributed roughly like this: Head OR top of torso: 1 system, central. Torso (and neck): 3 central systems, 2 core systems, 2 front and 2 rear systems. Arms: 2 systems total, central hull. Legs: 8 systems total, of which 4 count as front and 4 count as rear (2 and 2 on each leg). Typically, for each leg, system are designated front upper, front lower, rear upper and rear lower. Armour systems usually count as distributed evenly throughout the vehicle, forcing other systems to slightly deviate inward from the listed configuration. Using the optional rule for even armour distribution is highly recommended (using up systems from the torso). Last edited by vicky_molokh; 05-31-2011 at 02:56 PM. |
Tags |
ideas to share, mecha, random thought table, spaceships, technical solutions |
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