Additional Mecka
Combat Rules
Surprise
Combatants
firing longer range weapons than their opponents have detection capabilities
(and without any radar support) will always seem to attack without
warning. (Delta Black stealth fighters
have some special rules attached to them as well.) Mecka forces can also be hidden before combat
action for an ambush (mecka cannot sneak and hide in combat), such as
underwater, under dense brush, or mixed in among large amounts of debris. Such forces may be able to attack from
Surprise. Detection and setting of
ambushes are the same as in Personal Combat.
Mecka Destruction
For
mecka out of MHP (and Character and important NPC pilots out of FP and XP),
their craft is destroyed. For common
opponents, the pilot is likely also killed with the destruction of their
craft. For Characters and other NPC’s,
they can roll a Pilot Check. With a roll
of at least 12, the Character survives (ejects or some other means of escape),
but are stunned for 1 rd. If the roll is
18 or more, the mecka is actually crash-landed (or is still flight-worthy, but
not combat capable) and is salvageable.
This
rule also applies to normal vehicles, cycles (including Typhoons in either
cycle or battler modes), and even horses.
However, in this case, the vehicle is always ruined. With a DC 12 Pilot Check, the driver (or
passenger) survives, but is at 0 hp and knocked out for 1 hour (barring
treatment). If the roll is 18 or more,
the driver or passenger is somehow only scratched and just stunned for 1
rd. (Please apply some situational
common sense to this very broad rule.
Actually, you can apply that maxim to just about every RPG rule.)
A
Character losing their mecka will face an inquiry with a senior officer and a
JAG auditor (who will be hostile). Am I going to have to pay for this? (Never pass up an opportunity to make the
Players squirm.) One hopes that the
Character’s squadron leader and wing mates will back them up. If you die with your mecka, you’re a
hero. If you come back without your
mecka, you might get a bill. Grounding
is a definite possibly if a Character’s mecka was destroyed recklessly or from
poor skills.
(This
is really just here to keep the Players honest.
Yeah, let them fly again after crashing, but if it was avoidable, there
should be some punishment, like demotion.
Hey, it could be worse. If you’re
a ship captain and lose your ship and survive, you get court marshaled.)
Kamikaze
Flying
into a ship requires a successful attack roll at full speed. The Kamikaze will go last in the rd, so the
target will have an opportunity to shoot it down. Missing means the attacker has hit the ground
or only clipped the ship, either way their craft is destroyed. The damage caused by a successful hit is
M2d10 x 10. A Character or important NPC
can eject before mecka destruction with a DC 12 Pilot Check, otherwise you’re
in the explosion.
Missile Usage
● Volleys of missiles
(more than 1) either all hit their target or all miss. Make 1 attack roll per volley, not per
missile.
● Damage from a
volley of missiles is not per missile.
Roll damage for 1 missile. Each
additional missile adds a static amount of extra damage. +1 for Short Range Missiles, +2 for Medium,
and +3 for Heavy for each additional missile in the volley. If you need a rational explanation for this,
the first missile exploding prematurely detonates the others. (Game-wise, rolling for each missile takes a
lot of time and causes too much damage to account for.)
● Missiles and groups
of missiles can be fired at multiple targets in the same rd. Make a separate attack roll for each
target.
● Micro and Mini
missiles may be used for Called Shots on other mecka. Larger missiles can only be used for Called
Shots on ships and other large targets.
● Micro and Mini
missiles can be fired at Close range.
Larger missiles fired at Close range will cause ½ damage to the
attacker.
● Missiles can only be
targeted as far as they have guidance.
This is to say that an L range missile needs to be guided by an L range
radar system to hit something at L range.
The radar can be on the firing mecka, or the mecka could be tied into an
L range radar system (an Eagle Eye craft, a ship, or a ground base). Micro and Mini missiles are only
line-of-sight guided.
Ranges and Speed
Speed
ratings only apply to which mecka acts first in combat. It doesn’t actually quantify how far the
craft is going in a rd. For game
purposes, all mecka can traverse 1 range increment to the next in 1 rd. So, a mecka at long range can move to medium
range the next rd and so on. However,
faster mecka will still outrun slower mecka or will close in on slower mecka
after 1 rd. (Faster mecka will move out
of attack range, or will be able to engage after 1 rd.) Almost needless to say, land mecka cannot
chase after or run away from flight mecka.
Whenever a detectable craft enters into a craft’s radar range or support
radar range, the Ref must announce it.
Ranges
VL-
Very Long Range, beyond attack range, ground-based radar, ship-based, or
dedicated radar support craft can see it
L-
Long Range, distant, perhaps barely visible, only a radar target
M-
Medium Range, threatening, visually identifiable
S-
Short Range, dogfighting range, markings on craft will be visible
C-
Close Range, HTH combat range
Speeds
VF-
Very Fast, can reach escape velocity into orbit
F-
Fast, usual combat fighter speed
M-
Medium, usual land mecka speed or slow air/space craft
S-
Slow, speed for large, bulky craft
Called Shots
As
in Personal Combat, a Called Shot in mecka must be declared before the
attack. The attacker has to succeed at
two attack rolls to hit, otherwise it is a miss. Other than mini and micro missiles, larger
missiles can’t be used for Called Shots on small targets. When a mecka shoots at a specific area of a
ship (or other large object), it is a Called Shot if the area is smaller than
the mecka itself, otherwise it is a normal attack. So, large Zee turrets or engines and such are
not Called shots, but just a regular shots.
Shooting off the arm of a Hive Drone Warrior holding a captive using a
cannon pod would be a Called Shot.
Cockpits
can be targeted as Called Shots (assuming the mecka has a discernible
cockpit). If successful, the Pilot must
make an immediate DC 18 Pilot Check to avoid crashing or completely losing
control of their craft. If successful,
they regain enough control to continue operating. If not, they’ll likely need a Pilot Check to
eject (perhaps needing to use XP).
Generally, only an ace or equivalent enemy pilot would try this tactic
and likely only with a Close range shot.
Mecka Point Blank
Shots
If
mecka are engaged in HTH or circumstances allow two mecka to be directly next
to each other, a Point Blank shot may occur.
No attack roll is made, just roll damage, unless you’re attempting to
hit a certain spot on the mecka which would then make it a Called Shot. Using missiles at this range will cause the
attacker ½ damage.
Mecka HTH Combat
A
mecka needs to have some humanoid features in order to engage in hand-to-hand
combat. Mecka such as EMDF Battlemecks
have weapon arms, which are not designed for HTH and will be damaged if used as
such.
Grab: Assuming the mecka
has prehensile hands, they can make a normal attack roll to grab on to or ahold
of something resisting them. If they’re
trying a grab a non-resisting object, it’s a Dex check. Figure DC 12 to 18 depending on the object.
Grapple: Like in Personal
Combat, the attacker must make a successful melee attack roll and a Str check
to pin their opponent. They will also
always go last in combat initiative. The
Str check is DC 12 + defender’s Str. Most
mecka have a +2 Str, except where noted.
Failing either means the attack has totally failed. If other attackers, who are holding their
attacks, are assisting (up to three more), add their Str scores to the Str
check.
The
grappled opponent has to make a successful Str check to throw off the
grappler(s). The DC rating is DC 12 +
the attackers’ Str. (The Escape Artist
skill does not apply in mecka.) A
defender who is unable to get free is pinned.
The grappler can then make a Point Blank attack to score damage (this
depends on available weapons). Attacking
a mecka with missiles while grappling it will cause the grappler ½ damage. A Called Shot or even a Point Blank shot can
also be made on the grappling mecka (which will also be unable to move).
Attacks on man-sized
opponents:
Unless the opponent has a MAC, they going to be killed by any hit. The mecka (or giant Zee) can make a
non-lethal slap or such. If the
man-sized opponent is hit, they must make a DC 18 Con Sv or be knocked
unconscious 1 turn.
Mecka Notes
● Some mecka have
different modes of operation.
Transforming mecka may change modes as a free action at the start of
their turn.
● Generally, mecka
may only use one weapons system at a time, except where noted on individual
mecka.
● Mecka can use Cover
as in Personal combat, however, that cover usually destroyed with the first hit
on it.
● Mecka are not able
to sneak around (Stealth skill) near enemy forces, even those using personal
Typhoon Battle armor. Sniping attacks
can only occur when a mecka fires from cover or outside of their opponent’s
detection range.
● Mecka do add a Str
bonus to their HTH damage. This is
listed with the Mecka’s damage. Mecka
hitting each other always causes damage.
Mecka can restrain other mecka, but can’t “box” or some other type of
non-lethal combat.
● Mecka can be
knocked down, but not stunned or knocked out, unless the pilot is directly
attacked.
● Mecka can be
“blinded,” which includes visual sensors and radar detection and even the pilot
being blinded.
● Mecka can’t be coup
de graced, but can take point blank attacks in the manner as described
above.
● Mecka may make
stunt attacks, but what they can do depends on how humanoid in shape they
are. Use some common sense.
No comments:
Post a Comment