Robomeck
Pilot
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Sec. Skill
|
1st
|
+1
|
+0
|
+2
|
+2
|
+0
|
2nd
|
+2
|
+0
|
+3
|
+3
|
+0
|
3rd
|
+3
|
+1
|
+3
|
+3
|
+1
|
4th
|
+4
|
+1
|
+4
|
+4
|
+1
|
5th
|
+5
|
+1
|
+4
|
+4
|
+2
|
6th
|
+6
|
+2
|
+5
|
+5
|
+2
|
Description: Robomeck pilots are able to master the art of
transforming and fighting in humanoid mecka.
More than any other sort of pilot, they are at one with their
machine. While this class does assume a
military background, rebel freedom fighters with the same Prime abilities and trained
by a qualified military instructor (having a command rank like Lt. Cmdr or Cpt.),
can be mecka pilots as well.
Hit
Die:
d8.
Hit Points (hp):
●
First level hp: Max HD + Con Bonus.
●
After first level roll HD + Con Bonus or take ½ HD + Con Bonus, whichever is
greater.
Armor Class: Base 10 + Dex
Bonus + ½ level + any Armor Bonus
Prime
Abilities:
Int and Dex. Player’s choice for an
additional Prime ability if they take on a Sub-Normal ability.
Weapon
and Armor Proficiency:
A Pilot is proficient with normal modern weapons from their era. Troops from some eras will be trained to wear
armor and use shields specific to their periods.
Salary: Fighter Pilots
were well-paid for members of the military, though certainly not well off,
unless they came into the service in such a state. They have little time or opportunity to spend
money in any case. They should be able
to handle any minor expenses and a little splurging. Rebel fighters aren’t going to be making
anything, unless their group has some outside skills, like being a singer, but
will probably have some minor salvaged script.
If
the Character needs to make a sudden splurge or take out a loan, make a Money Check. Rank Level (not their Combat Level) + Wis vs
DC 12 to 18, depending on the amount. (Military
Characters start at Rank 2 for these purposes.)
They won’t be able to make another Money Check until their next payday. Rebel Characters aren’t going to be taking
out any loans, but if they ever need a wad of cash equivalent and have a lead
on where to find it (like in a lost mine or in a bandit camp), that sounds like
an adventure hook to me.
Mecka Pilot: A Robomeck Pilot
is able to pilot Proto-fueled humanoid robot vehicles. An EMDF pilot (Space War I) is specialized in
flying Devas and is able pilot single-seat Robomecks as well. Space War II tankers and mecka fighter pilots
can also pilot Battler Meckatecks, though not each other’s mecka*. EEF pilots (Space War III) can fly Deltas and
Omegas, but are not usually trained in EEF-era Robomecks.
Mecka
Pilots can probably figure out mecka from other eras with a DC 12 Skill Check
and at least 1 turn to familiarize themselves with the controls. Using such a mecka in combat with proficiency
would take at least an hour of practice and instruction by an experienced pilot
of that mecka. 0 BAB without such
practice.
Non-military
Characters learning how to fly mecka in combat is . . . hard to realistically
imagine. Nonetheless, it was in the
show. You might either have the
Characters start off knowing how to use their mecka (and come up with a
backstory for that) or they acquire their mecka in play and have to be
taught. Perhaps there’s a tragic,
lovelorn military Character in the group who is capable of teaching
everyone. Or, you could have an
adventure trying to find an instructor and have to convince them to teach your
Characters. In any case, figure a week
of downtime training and an opportunity to do some Character-building outside
of combat. I’m not putting any hard and
fast rules on this because it’s not realistic at all.
(*It’s
a real stretch to see tank pilots flying mecka fighter jets and even the
reverse, since AG Tanks are pretty different than other mecka. You can if you want; I’m not telling you not
to. NPC comrades should be getting
jealous that the Characters get to have two mecka. You might allow Players to have two Characters,
one in each service, but I wouldn’t allow them to be used at the same time,
except under special circumstances. I’d
rather have a squadron of NPC’s from the other service than the Characters
backing them up in combat and maybe being rivals outside of combat.)
Ace Pilot Status: After attaining at
least fifth level with at least 10 mecka kills, a pilot is considered
an ace. With Ace status, a pilot may
take two actions once per
encounter. This includes making two
attacks or even a double move to exit combat without penalty.
Mecka
Pilot Skills:
In situations where their piloting skills are tested, the Pilot adds ½ level + (Dex
Bonus + Wis Bonus)/2 to attempts. In
general, figure DC 12 for difficult tasks; DC 18 for very dangerous tasks. Don’t roll for easy tasks.
Pilot Other Aircraft: As incorrect this
assumption would be in real life, Robomeck Pilots should be able to fly just
about any kind of aircraft. Figure a DC 12
Mecka Pilot Skill Check and at least 1 turn to familiarize themselves with the
controls for a small civilian aircraft. Figure
DC 18 for a jet liner or small space craft and 2 turns of orientation. Using such an aircraft in combat with
proficiency would take at least an hour of practice and instruction. 0 BAB without such practice. (Again, ANS tankers are probably not pilots,
unless they have a Secondary Skill in it, which would allow them to pilot a small
civilian craft at most.)
Survival Skills: Pilots are trained
in wilderness survival, including living off the land, camouflage, and
evasion. In urban or more exotic
environments, they will make an effort to blend in or hide. (Rebels naturally acquire this skill.) The Pilot adds ½ level + (Int Bonus + Wis
Bonus)/2 to attempts. In general, figure
DC 12 for difficult situations; DC 18 for very dangerous situations. Don’t roll for uncontested situations.
HTH Trained: Military pilots and
rebels are trained in hand-to-hand combat.
They will always have the initiative over the untrained in HTH, except
for surprise situations. This also
applies to mecka combat, though pretty much all mecka pilots are going to be
HTH trained. In personal HTH combat for
the trained, any attack roll that adds up to 18 may produce an immediate knockout or max damage, depending on
the weapon. (This rule hopefully keeps
any odd melee engagements from taking forever to play out.) There are more details in the Personal Combat
section.
First
Aid:
A Pilot knows how to apply first aid to heal the wounded. This is used to aid healing and to stabilize
a dying person. Usage is described in
the Recovery and Death Rules Section.
Secondary Skill and
a Perk:
Characters have a secondary skill to complement their piloting skills and a
special enhancement. This will be
described further later.
Issues
If
a Player wants one more Secondary Skill or Perk for their Character, they can
take on an Issue. In certain stressful
situations with certain triggers, the Character must make a DC 12 Will
Save. If successful, the Character is
only stunned for a rd. If unsuccessful,
the Player loses control of their Character for that rd (or turn if out of
combat) and the Ref makes a decision for them.
The Player will have roll again the next rd (or turn) to regain
control. This condition only lasts for
three rds or turns regardless.
Obviously,
this is going to require some cooperation between the Ref and Player to set up
an Issue and then to adjudicate it. (Also,
if your Character doesn’t have a good Will Save, you might want to pass on
this.) The Ref is commanded to not
be a jerk about calling for rolls and making up difficult situations, but the Issue
has to be real and have the potential of derailing the Character. (You’re doing it right, if the Player
acknowledges a roll is appropriate without argument.)
If
a Character can successfully roll a couple of initial Issue saves (not saves
after they’ve already failed one) in a single gaming session that should be
worth 1 XP. If something traumatic
happens because of multiple blown Will Saves, this could trigger an
intervention or some deep reflection later.
The Player can choose to try a DC 18 Will Save to rid themselves of
their Issue at that point. There should
be complications and temptations later, but the Character gets to keep their
extra skill or Perk (and gain 2 XP).
A
few examples: alcoholism (being around people drinking or after a stressful
event; will neglect duties or being unable to fight effectively with a
hangover, no BAB), loss of a loved one (being reckless in combat trying to get
revenge or becoming catatonic), authority issues (becoming rebellious when given
even reasonable tasks), relationship issues (can’t decide between two women,
neither of whom would be a good match for you, Richard; interferes with your
duties and judgment), mysterious past/amnesiac (can’t remember things because
you’re being mind-controlled at times, Qor; subject to blackouts).
Call Sign (Character
Nickname)
This
is given to the Character from the Ref (via an NPC) or from the other Player
Characters. The Ref and the other
Players have to agree to use it for it to stick. The Player of the Character in question gets
no say in it.
Rank
Character
level is the measure of a Character’s martial skills. Their rank shows their level of command
authority. Military Characters start off
play as junior officers. Which Service
the Characters belong to determines their rank title. Characters operating from space carrier ships
would have a Naval rank (and are officially titled “Aviators,” instead of
pilots). Land mecka pilots would be
Army. Flight mecka pilots operating out
of an airbase (even on the moon or a permanent orbital platform) would Aero-Space
Force.
Characters
might be promoted for various reasons such as displaying leadership (in and out
of combat), heroic action, officer attrition, and taking command of a new
unit. Characters may also be demoted for
insubordination, not following orders, losing too many mecka (losing a third
craft will get you grounded), and perhaps even petty office politics. (You’ll also notice that the Characters do
not start play at the bottom rank, so they can be demoted, but still be in
their squadron. Characters losing their
officer commission will lose their ride altogether.)
Naval Mecka Aviator Ranks
Ensign—Flight qualified
Pilot
Lieutenant (jg) (junior grade)—Combat
Pilot, starting Character rank
Lieutenant—Flight leader
(about 4 mecka)
Lieutenant Commander—Squadron XO
(Executive Officer) (2 flights)
Commander— Squadron leader (about
4 flights)
Captain—Air Group Commander
(CAG) (all flight craft aboard a carrier), equal in rank to the ship’s captain
Admiral (various grades)—In
charge of a fleet or fleets
Army Mecka Corps/Aero-Space
Force Mecka Pilot Ranks
(Warrant Officer—Usual rank for most non-transforming
non-flight mecka pilots, such as Meckatecks and Battlers)
Second Lieutenant—Flight qualified
Pilot
First Lieutenant—Combat Pilot, starting Character rank
Captain—Squad/Flight leader
(about 4 mecka)
Major—Battalion XO/Squadron
leader (2 squads/flights)
Lieutenant Colonel—Battalion CO
(Commanding Officer)/Group leader (about 4 squads/flights)
Colonel—Brigade CO/Wing Commander
(all mecka at a base)
General (various grades)—In
charge of a base or an entire theater of war
These
ranks are not meant to be achievements for the Players to unlock. Promotion is NOT to be handed out with advancement
in Character level. Rank should be seen
as more of a narrative tool in the campaign.
A Character might start with a goal of promotion and leadership, but
there’s not going to be a straight line way of achieving it once play starts. Events in play may cause unwanted promotion
or demotion.
This
game does not have mass combat rules, so constant promotion may not be
desirable. (I’d suggestion some form of
narrative mass combat that comes down to a roll off between one commander’s
flight skill versus the other, perhaps modified by force numbers and quality of
mecka and pilots.) The Characters might
not want promotion, since it will involve increased responsibilities, including
life and death decisions about other Characters and NPC’s. However, Characters will be interacting with
NPC’s of higher rank, so these tables give you an idea of what they’ll be
dealing with.
Rebel
Characters won’t have a formal rank, but someone will be in charge and there
will be subordinates. Even if they held
rank in the military, that rank won’t matter unless they’re reattached to the
military. Unlike the military, rebel leaders
will need the consent of their followers before taking orders. If the group is part of a larger rebellion,
then they may be a cell taking orders from a hidden leadership.
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