03-22-2011, 12:33 PM | #1 |
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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 03:56 PM. |
03-22-2011, 04:44 PM | #2 |
Join Date: Feb 2006
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Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules
A little tiny point in favour of mecha - if 30tons is an SM+5 mecha, shouldn't a tank be SM+6... oblong box shape SM+1? And all those Spaceships too, unless they're sphere or box, SM+2... A mecha is humanoid, no SM mods. It's only +1 difference but that little point might come in handy.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
03-22-2011, 04:53 PM | #3 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules
No. If we assume an average density comparable to water, you get about 32 cf per ton. That winds up with a 30 ton mech being 40-50' tall (SM +5, for 15 yards tall), while a 30-ton tank is around 20' x 10' x 5' (SM +3 for 7 yards long; +1 for blocky shape, total +4), and a 30 ton sphere is 12-13' across (SM +1 to +2 for diameter, +2 for being a sphere, total +4).
Last edited by Anthony; 03-22-2011 at 04:58 PM. |
03-22-2011, 05:47 PM | #4 |
Join Date: Feb 2006
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Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules
you're using maths:0 UT page 227, Tank 30 ton SM+5...
But the maths solution is why I started using relative density for spaceships (the armour stats appear to assume an average density of around 0.7). And the same idea would apply to mecha - who says they float? But using that amount of detail would take this thread off into the twilight zone. I like VMs ideas and didn't intend to sidestep them. I guess the SM difference is best assumed to balance out. Re OP armour: I went even simpler but used Spaceships, eg 15 systems of armour, divide by 3 = average armour; Head & Torso/ Limbs 0.42/ 0.29. Add in enhanced survivability and higher density = lower area. But that's all more maths. LOL
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
03-22-2011, 06:08 PM | #5 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules
In which case that SM +5 includes the 'blocky' modifier already.
If you want to be mecha-friendly, most certainly; a humanoid shape has around 25% more area than a tank shape of comparable volume. Last edited by Anthony; 03-22-2011 at 06:19 PM. |
03-22-2011, 08:35 PM | #6 |
Join Date: Nov 2009
Location: Oregon
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Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules
So, is there also an advantage to represent "Synchronization" with Mecha (perhaps Equipment Bond)? Or is it just a property of correct (ie, skilled) usage of a piece of equipment?
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03-23-2011, 02:52 AM | #7 |
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Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules
It's just a Meta-Trait to show what separates the 'cool' (mech) pilots from the 'crude' drivers (of tanks and other 'normal' vehicles). The reason behind it could be anything - Neural Interface, Chi, NGE-like neural merging, Divine Mandate, or just an unwritten Rule Of Cool. Pick one when you design the setting.
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05-31-2011, 03:55 PM | #8 |
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Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules
Update:
No idea how I missed it, but Cloaking Device is a great way to cut down engagement ranges. Normally, entities in Plain Sight are at +10 to be seen. CD negates this bonus, and provides another -10. That's roughly a 2000-fold decrease of detection distance! Notice that mechs on the ground are not considered silhouetted against space. For mecha that are already detected, the cloaking device still provides a -4 to being hit. That's another 5-fold reduction or so. And re-engaging the device seems like a good way to make missiles lose target (reroll at -20? Sorry, but most of them are not gonna make this roll if they're being shot from the fringe of their sensor range). |
06-01-2011, 02:50 PM | #9 |
Join Date: Feb 2006
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Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules
And you can add the effects of smoke - takes you into melee range!
Oh and on the subject of scaling up battlesuits - if you add the old material quality to spaceships armour, eg cheap-standard-expensive-advanced, you can get the values to match the scaled up battlesuits. Cheap is half price and dDR as -1SM Expensive is dDr and cost as for +1SM Advanced = +2SM
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
12-08-2011, 03:22 AM | #10 | ||
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Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules
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ideas to share, mecha, random thought table, spaceships, technical solutions |
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