MECKA COMBAT
Mecka Armor Class,
Mecka Hit Points, and Mecka Damage
Realistically
(discussing realism in a tabletop RPG is absurdist I realize), some weapons
aren’t going to affect some types of craft.
Certainly bullets aren’t going to do any good against a tank. With that in mind and some skepticism, mecka
and various normal vehicles and aircraft will have Mecka Hit Points (MHP)
and Mecka Armor Class (MAC).
High-powered weapons will do Mecka
Damage (M). This will represent a shorthand of sorts for
craft that may be generally invulnerable to hand-held weapons and for weapons
that are capable of damaging those craft.
The
base value Mecka Armor Class represents a mecka’s potential agility, armor, and
ECM (electronic countermeasures). The
full MAC value is the base + pilot Dex + ½ pilot level for most mecka. Certain slower, bulkier mecka may only have a
base value or negate the pilot’s Dex.
It’s the mecka’s ability to avoid taking a hit or ability to survive
one. Mecka Hit Points work like
Character Hit Points. A mecka is fully
functional until it runs out. At 0 or
less MHP, the mecka will cease to function, perhaps even exploding
altogether.
Figure
that normal cars and even certain weak spots on mecka at rest (not moving) are
vulnerable to normal gunfire. However,
it’s going to take a hail of gunfire to stop a car (unless you make a called
shot on the tires or the driver) and a mecka is likely only going to be
slightly disabled (unless you perhaps make a called shot on the cockpit with a
high-powered firearm). It is at the
Ref’s discretion how effective such attacks would be. (I’m not going to break down every
possibility on every mecka.) So while
regular damage might damage some types of craft with Mecka Hit Points and Mecka
Armor in certain weak spots, it’s going to take a Mecka damage weapon to actually
bring them down.
There
are Personal Armor options that have an M-rating for damage. However, the wearer is not
invulnerable to normal damage. They can
take a good hit, but anything over that in a rd causes damage to the
wearer. Details are listed in the Mecka
section.
Mecka
Combat Sequence
Initiative
● The mecka firing the
longest range weapons will fire first.
● Mecka with Surprise
will have a free rd to attack. Craft
with long range radar support (like an Eagle Eye craft or ground radar) will
not likely be surprised.
● Air mecka attacking
ground mecka will have initiative over them when within range of their weapons.
● For combatants
within mutual combat range, the mecka with the highest mecka speed rating goes
next.
● Mecka Pilots with
enhanced Dex ratings (+3 and +4) will go next.
Do a roll off between combatants with the same Dex rating with a d20. No ties.
● For the rest of the
mecka involved in combat, do a roll off with between them for the next in order
with a d20. No ties. For simplicity, groups of similar opponents
could share the same roll.
Attack Phase
The
attacker rolls 1d20 + BAB + Dex. The roll
is compared to the defender’s MAC. If
the attack roll is equal to or greater than the MAC, the defender is hit. Unlike other D20 games, Natural 1’s and 20’s
are not automatic misses and hits.
See the Missile Section for further details.
Damage
For
energy and projectile weapons and single missiles, just roll the listed damage
value. For missiles fired in a volley
(more than one), extra damage is scored depending on the missile type and
number of missiles fired. Damage is
subtracted from a craft’s MHP. At 0 MHP,
the craft is destroyed and the pilot may or may not survive (see below).
FP and XP
Characters
and important NPC’s who have FP may choose to use them here to negate any
damage taken from the attack. Characters
out of FP might use their XP, but there will be Ref-decided consequences for
doing so.
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