Friday, June 21, 2019

Robomeck RPG: Mechanic and Medic

Robomeck RPG Index

Mechanic
Somebody needs to fix your mecka after you bust it up.  While a Character having repair skills is great for emergency field work, nothing can take the place of an expert.  Given a shop and materials on hand, your Mechanic should be able fully repair and rearm mecka quickly and effectively.  In the field, they’re your best bet to be combat-ready in a rush.  They can even salvage your totally wrecked mecka.  Without a Mechanic, I hope you’ve got access to a factory churning out new mecka for you. 

Character Stats
Abilities: +2 Str, +1 Int, Wis, Con

Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +1 Ranged, +3 Melee
Hp (doesn’t improve with level): 11 (d10)
AC: 10 +armor if appropriate 
Fort: +3/+5/+6, Ref: +0/+1/+2, Will: +1/+2/+3

Level Skills
Beginner +4—Grease monkey, handy with a wrench
Expert +6—In charge of a shop, ship, or hanger
Master +8—In charge of fleet or base mecka maintenance

Rank: Beginners are enlisted Crewmen, Privates, or Airmen depending on their branch of service (Navy, Army, Aero-Space Force).  Experts are Petty Officers, Sergeants, and Technical Sergeants, and will probably have assistants.  Masters are Master Chiefs, Master Sergeants, and Chief Master Sergeants and will probably have a whole staff working for them.  (Your Character won’t be saluting them.)  Outside of the military, they are likely a shop owner or work for one. 

Combat: While if trained military personnel, Mechanics are not frontline combat troops.  They will only have a sidearm (and armor, if era appropriate) if working in the field near combat.  Outside the military, they may have a pistol or shotgun for personal defense and know how to use a crowbar creatively.

Equipment: Complete set of hand tools and handheld machine tools (obviously), a shop with larger machining equipment (industrial 3-D printers, CNC machines), a light truck and camouflaged canopy tent (for field ops), and access to a flatbed wrecker (for salvage operations).  (In space operations, recovery craft are used with mecka assisting.)  Access to the armory and spare parts.  Of course, a rebel Mechanic is going to have to get by with a whole lot less.  Raiding abandoned bases and scavenging battlefields will be necessary activities for them.    

Mecka Repair: Given a well-stocked facility, a Mechanic working on a single mecka (likely having some helpers) can completely rearm and repair a lightly damaged vehicle (less than 50% MHP damage) in an hour.  DC 12 Repair Skill to do it in less time or in the field (assuming materials and ammo are on hand).  For more damage, it will take two hours for the repair and another hour to re-arm.  DC 18 to do it in less time or in the field.  Salvaging a completely wrecked mecka (0 MHP, but not destroyed) will take a day and a DC 18 roll and will require a shop. 

If a roll is necessary, roll separately for repairing and rearming.  Failure to repair means only half of the lost MHP are recovered.  Failing to rearm means the first weapons system used fails to work (others are not affected).            

Salvage: A Mechanic can scavenge a battlefield or a ruined mecka facility for parts and ammo, as well as ruined mecka.  It will take at least an hour of looking for enough ammo for one mecka, fully loaded, or enough MHP to fully rebuild a mecka.  Any further scavenging requires a DC 12 Repair roll.  The next raid would be at DC 18.  Of course, this depends on the actual place you’re raiding, such as a full armory or a small battlefield.  The Ref can set the exact amount of parts (in terms of MHP) and ammo that are there.

Notes: This is all really a bit hand-wavy.  Just say that your Mechanic can pretty much repair anything given time and materials.  Lacking time, maybe they dramatically slap some chewing gum on it (2 MHP), stuff in a couple of missiles, and send the Pilot off into combat.  Make a DC 12 Repair check to see if the guns jam or missiles fail to fire the first time they’re used.
Medic
Admittedly, a Medic isn’t going to help if you get blown up with your mecka.  But if you eject with complications or are in some sort of personal combat, you best have someone with bandages nearby.  The example here is an experienced paramedic or a doctor on a ship or field hospital. 

Character Stats
Abilities: +3 Int, Wis, +2 Dex, Cha

Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +3 Ranged, +1 Melee
Hp (doesn’t improve with level): 6 (d6)
AC: 12 +armor if appropriate 
Fort: +0/+1/+2, Ref: +4/+6/+7, Will: +5/+7/+8

Level Skills:
Beginner +4—Field medic, paramedic, or hospital nurse-practitioner
Expert +6—In charge of a trauma ward, ship sick bay, or a hospital department
Master +8—In charge of a hospital, field hospital, or fleet medical department

Rank: Beginners are Lieutenants (jg) or First Lieutenants depending on Naval or Army or Aero-Space Force service.  Experts are Lieutenants and Captains and will have nurses assisting them.  Masters are Captains and Colonels and will have staff working for them.  They can give your Character orders in terms of medical decisions.  Outside the military, they will have emergency or hospital residency experience.

Combat: While trained military personnel, Medics are not frontline combat troops.  They will only have a sidearm (and armor, if era appropriate) if working in the field near combat and would only use it as a last resort.  A non-military Medic will be unlikely to fight at all.

Equipment: Medical kit.  If attached to a hospital or field hospital, they’ll have access to a lab and surgical ER. 

Healing: Medics, with medical supplies, can automatically heal all hp damage taken with 1 turn of treatment. 

Stabilize: A Medic, with medical supplies, can automatically stabilize a Character at 0 or less hp (but not below -10).  This allows the wounded Character to receive further treatment.  A dying Character taken to a hospital or field hospital within an hour of the critical wound can be resuscitated there.

Poison and Minor Disease Treatment: A Medic is required to treat either condition.  With a fully stocked lab, they could find an anti-toxin within an hour.  In the field, DC 12 Skill Check to stabilize the victim for a day, until more advanced care can be found.  

Diagnosis and Medical Knowledge: This skill includes being able to identify causes of death and other biological phenomena.  (Yes, this is one very competent medic.)  The Medic can make immediate cursory diagnoses in a situation.  With a lab and at least an hour of research, they can come up with a detailed examination and details.  With additional time and materials, they can concoct counteragents and treatments.


Notes: If you can get a wounded Character or NPC to a Medic, just assume they can fix them.  Getting them to the Medic or getting supplies to the Medic might be the drama.  Yes, this class is here for potential romantic entanglements as well (I’m looking at you Dana Delany from China Beach, or Kim Delany from Tour of Duty, or Cheryl Ladd from the movie Purple Hearts.)   

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