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[Homebrew] Mechs, Walkers, Ect.

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  • #16
    Well, this topic went silent for a while, mostly due to me leaving. In any case, I've got some new material to toy with:

    Going by Feel (•)
    Prerequisites: Athletics •
    Effect: While you might not be a particularly good driver of other vehicles, you understand Walkers because their motions come completely natural to you. You use Athletics instead of Drive/Pilot for moving walkers. This does not apply to calculating Defense or making melee attacks.
    Mechanized Combat Training (•)
    Prerequisites: Brawl • or Weaponry •
    Effect: Regardless of your other piloting abilities, you know how to fight using your Mech. You may substitute Brawl or Weaponry in place of Drive/Pilot when determining melee attack pools as well as determining your Defense.


    Also, I've been brainstorming a little and I've got this idea for a combat style where in the pilot causes the Mech to exceed it parameters and achieve feats not normally expected of the design... but causes damage to the Mech as a result. You'd have things such as taking on Structure damage instead of spending willpower to boost attacks, crippling your Mech's arm or leg to massively boost your strength and damage for a single blow. And all the while, the pilot also suffers damage for his recklessness.



    Mechs: Because even the Chronicles of Darkness needs robot fights.
    DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
    Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

    Comment


    • #17
      A few ideas I have been tinkering with

      Upgrade Merits
      Rather than being traits that the Mech Pilot possesses, Upgrade Merits apply to a particular Mech and outline its enhanced capabilities. Using these merits requires dots in the Mech Merit, and the most dots that can be applied to a particular unit are 5 plus the Mechs starting number of Upgrade dots.

      Amphibious (• to •••••)
      The Mech is designed to function on land and in the water. In water, the Mech can travel at its normal safe and maximum Speed plus 5mph per dot in the Amphibious merit.
      Even with this merit, though, pressure and temperature limit diving ability. Assume the Mech can dive 1000 feet for each point of (Durability +Amphibious) it possesses.

      Amplified Strength (• to •••••)
      The Mech has been designed for raw mechanical power.
      Prerequisite: Generator ●+, Civilian or Heavy Mech
      Cost: 1 Power/Scene
      Once activated, the Mech can automatically lift anything with a Size equal to or less than its Size + Amplified Strength. If it throws lighter objects like a weapon, that item is considered aerodynamic. Any time you make a feat of strength with the Mech, add its Amplified Strength dots to the roll. These dice do not apply to combat actions, only feats.

      Armor Enhancement (• to •••)
      The Mech has been designed with reinforced construction. Increase the Mech’s Durability by an amount equal to the dots in this merit. Any increase in Durability increases the unit’s structure by an equivalent amount.

      Boost (••)
      Prerequisite: Generator ●+
      Cost: 1 Power/Round
      The Mech is capable of incredible bursts of speed. By Spending 1 Energy it can use its Defense against ranged attacks and double its Maximum Speed for 1 round.

      Crush (••)
      Prerequisite: Amplified Strength ●+, Civilian or Heavy Mech
      Cost: 1 Power/Scene
      The Mech is equipment with power hydraulic limbs capable of generating staggering amounts of sustained force. This force can compact cars and reduce flesh and bone to jelly. While its Amplified strength is active, the Mech deals aggravated damage instead of lethal when grappling with a smaller sized opponent.

      Enhanced Safety Features (• to •••)
      The mech is designed to offer greater protection to its pilot. Each dot of the Enhanced Safety Features merit negates a point of damage that would be transferred to the Pilot from collisions and high intensity melee combat.

      Extra Limbs (••)
      The Mech has additional limbs, be it a tail, tentacles, or arm. Each extra limb adds a +1 die equipment bonus to a type of roll (maximum bonus of +2). The effects depend on the nature of the limb: a tail might add a die to rolls involving balance or swimming, while extra arms would add to grapple or climbing rolls. The listed cost is for each extra limb.

      Flight (• to •••••)
      Prerequisite: Generator ●+, Civilian or Light Mech
      Dice Pool: Dexterity + Drive+ Flight
      Cost: 1 Power/Scene
      The Mech has a propulsion system capable of bearing it aloft. This can be anything from rocket propulsion, sophisticated VTOL, or even more exotic systems. No matter how the flight system operates, it allows the mech to fly at its normal safe and maximum Speed plus 10mph per dot in the Flight merit. This flight system consumes energy. Spending a point of Energy allows the Mech to fly for 1 scene.

      Generator (• to ••••)
      The Mech has a self-sustaining power source, greatly increasing its energy capacity. Each point of the Generator Upgrade increases the Mech's maximum Power pool by 1 (to a Maximum pool of 5). In addition, this upgrade increases the rate at which Power is recovered to 1 point every 30 minutes.

      Handling Enhancement (• to •••)
      The Mech has been fine tuned for greater responsiveness and control. Each dot of this merit increases the Mechs Handling by +1.

      Hardened Armor (• to •••)
      Prerequisite: Armor Enhancement ●+
      The armoring of the Mech is especially resilient and shrugs off armor piercing attacks. Each dot of Hardened Armor negates a point of the Armor Piercing quality or any other effect that reduces or negates durability.

      Improved Sensors (••)
      The Mech has a host of sensory tools and display options. Perception rolls made by the Pilot gain a +2 equipment bonus.

      Insulation (• to •••••)
      The Mech has been constructed to resist a particular type of energy or temperature extreme (typically electricity, fire or freezing cold). Any time the mech would be damaged by the chosen energy form, it ignores any damage equal to its dots in Insulation instead. Damage beyond those dots occurs normally.

      Leaping (••)
      The mech is capable of covering a remarkable amount of distance, up to 40ft in a single bound. This capability can represent everything from digitigrade legs to rocket thrusters. A Civilian or Light Mech may expend 1 power to allow it to use this mobility option 5 times in a single scene, while a Heavy Mech gains 3 uses of this option within a scene.
      Note: The default Light Mech comes with this merit built in.

      Manual Dexterity (• or ••)
      Baseline Mech have a crude grasping appendage that is not designed for anything beyond the most basic of tasks. With this upgrade, the mech possess a set of appendages with a greater degree of finesse and control.
      The one dot version of this merit provides manipulators capable of using tools. The mech can pick up and utilize tools, melee weapons, and firearms. Fine task are still beyond these appendages and suffer a -3 penalty to tasks that require a high degree of precision and dexterity.
      The two dot version of this merit grants appendages with a higher degree of precision and do not suffer the penalty for performing precise tasks.
      Note: The Heavy Mech cannot purchase the second dot of Manual Dexterity.

      Melee Modification (• to ••••)
      The Mech has been optimized for close quarters combat. Reinforced limbs increase striking power and it is not uncommon for a variety of weapons (such as spike fists, sword blades, or powered saws) to be added for even more lethality.
      Each dot in this merit increases the weapon modifier and armor piercing quality of the Mechs melee strikes by 1.

      Neural Interface (•••)
      The Mech is equipped with an advanced piloting system that allows it to respond to its pilots thoughts [through either technological or paranormal means]. While piloting a Mech with this merit, the Pilot gains a +2 equipment bonus to Initiative and may use the Higher of Dexterity or Wits when determining the Mech’s Defense.

      Onboard Computer (•)
      The Mech has a sophisticated computer and communications system built into its controls that grants a +2 equipment bonus to related tasks. Mech with this Upgrade often function as the central hub for battlefield communication and drone networks.

      Self-Destruct (• or •••)
      The Mech is a specialized system of explosive designed to destroy the unit rather than allow it to fall into the wrong-hands. The system is stable enough to avoid accidental detonation from the rigors of combat and comes with a variable timer and remote control unit.
      The one dot version of the merit reduces the vital components of the mech to slag, preventing it from being salvaged as anything more than scrap. Using this method of self-destruct deals 10 points of structure damage to the Mech. It also deals 10 dice +5 automatic success worth of lethal damage to anyone foolish enough to still be in the Mech when it blows.
      The three dot version causes the Mech to explode into a cloud of fire, smoke and red-hot shrapnel. This is treated as an explosive that ignores any of the Mechs Durability [Damage +3, Blast Area 10, Force 4]

      Speed Enhancement (• to •••••)
      The Mech's locomotion and horsepower have been augmented for greater speed and acceleration. Each dot of this merit increases the Mechs Acceleration by +1 and Speed (Both Safe and Maximum) by 10mph.

      Strength Enhancement (• to •••)
      The Mech's limbs and servos have been improved for greater baseline performance. Each dot of this merit increases the Mech's Strength by +1.

      Super-Heavy (•••)
      Prerequisite: Heavy Mech
      This brute of a Mech is even larger and stronger than the Heavy Mech. This merit increases the Size (and Structure) of the Heavy Mech by 3 points. In addition, the Mech’s Strength gains a +3 bonus and it also gains a +1 bonus to its Weapon modifier for close combat attacks. The added mass slows the unit down, and it takes a -1 penalty to Acceleration and a -5 penalty to both Safe and Maximum speeds.

      Targeting Systems (••)
      Prerequisite: Improved Sensors
      The Mech has an integrated targeted system allow it to track and lock onto designated targets. This grants to Pilot a +2 equipment bonus to ranged attack rolls.

      Weapon Mount (• to ••)
      The Mech is designed with combat in mind, and offers positions where extra armaments can be added. Each dot in this merit allows an additional weapon to be added to the Mechs framework and link with any guidance or targeting system the Mech possesses. This merit only provides places where the weapon can be affixed, the weapon itself must be obtained through the use of other merits (such as Allies, Resources, Status, or similar).
      Note: The default Light Mech comes with a single weapon mount while the default Heavy Mech comes with two.
      Last edited by Reighnhell; 08-09-2015, 04:23 PM.


      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
      The Horror Lab - A collection of Beasts, Monsters and less definable things.
      Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
      Twilight Menagerie - A collection of Ephemeral Entities

      Comment


      • #18
        Intereting, I forgot about mech customization, but Iwasn't sure on how to handle it.

        I'm guessing they're just merits applied to an "item"?



        Also, Enchanted Durability should state that it does also add to Structure sinceDurability and Structure are linked.


        Mechs: Because even the Chronicles of Darkness needs robot fights.
        DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
        Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

        Comment


        • #19
          I really like this.

          I can use this for quite a lot of things.

          *Schluuurrrp!*

          Just gonna assimilate this and move on.


          "There is a remedy for everything but death, a hope for everything but wickedness, and everything will lapse except righteousness."

          Comment


          • #20
            RE: thanks for the feedback

            I have made revisions to the Mech Merits above ( renamed Upgrade Merits) and added a few more. I have also made a merit that governs how a PC can acquire a Mech. That is posted below.

            Mech (• to •••••)
            You have access to bipedal vehicular exoskeleton, referred commonly as a “Mech” or “Walker”. The Mech may be privately owned, requisitioned from a larger organization, or perhaps stolen (or any other circumstance dictated by background).
            This merit represents a specific unit, although this merit may be taken multiple times to represent additional units you have access to. Mechs may be modified by purchasing Upgrade Merits (and many Mechs include a certain number of Upgrade Merit points to allow customization).

            You gain access to a Civilian Mech.
            •• You gain access to a Light Mech or a Civilian Mech with 3 dots of Upgrade Merits.
            ••• You gain access to a Light Mech with 3 dots of Upgrade Merits, or Civilian Mech 4 dots of Upgrade Merits
            •••• You gain access to a Heavy Mech, or a Light Mech with 4 dots of Upgrade Merits, or Civilian Mech 5 dots of Upgrade Merits
            ••••• You gain access to a Heavy Mech with 3 dots of Upgrade Merits, or a Light Mech with 5 dots of Upgrade Merits
            Last edited by Reighnhell; 08-03-2015, 09:45 AM.


            Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
            The Horror Lab - A collection of Beasts, Monsters and less definable things.
            Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
            Twilight Menagerie - A collection of Ephemeral Entities

            Comment


            • #21
              Originally posted by Reighnhell View Post
              Evangelion for the win, although the EVA were less mecha and more kaiju with a cockpit.

              Well the US government is supposed to have the corpse of an angel in its possession, if you want them to start cloning themselves some mecha-angels, I don't think anyone will object.

              Comment


              • #22
                Originally posted by Reighnhell View Post
                RE: thanks for the feedback

                I have made revisions to the Mech Merits above ( renamed Upgrade Merits) and added a few more. I have also made a merit that governs how a PC can acquire a Mech. That is posted below.

                Mech (• to •••••)
                You have access to bipedal vehicular exoskeleton, referred commonly as a “Mech” or “Walker”. The Mech may be privately owned, requisitioned from a larger organization, or perhaps stolen (or any other circumstance dictated by background).
                This merit represents a specific unit, although this merit may be taken multiple times to represent additional units you have access to. Mechs may be modified by purchasing Upgrade Merits (and many Mechs include a certain number of Upgrade Merit points to allow customization).

                You gain access to a Civilian Mech.
                •• You gain access to a Light Mech or a Civilian Mech with 3 dots of Upgrade Merits.
                ••• You gain access to a Light Mech with 3 dots of Upgrade Merits, or Civilian Mech 4 dots of Upgrade Merits
                •••• You gain access to a Heavy Mech, or a Light Mech with 4 dots of Upgrade Merits, or Civilian Mech 5 dots of Upgrade Merits
                ••••• You gain access to a Heavy Mech with 3 dots of Mech Merits, or a Light Mech with 5 dots of Upgrade Merits
                Hm, impressive. I suppose that players can choose to spend more merits on mechs later. Granted, we can't stop 'em if they really want that.

                Also, how do these work with the JTAA which is a slightly souped up Light mech with a really overpowered fist weapon?

                As some suggestions, how about an onboard computer? Also, I'm thinking Mechs can act as mobile server hubs and launch points for say remote control drones. Maybe some sort of built in rigging to control them all.

                Also, I'm thinking of... adding more weapons. Really big or large scale ones that are "mech specific", Like say an oversized shotgun. Or with your energy weapon rules, lasers. I really want to do a harpoon gun for some reason. Anyone know if any harpoon guns exist in WoD already? And if so, is that a grapple roll that uses firearms?

                Originally posted by StSword View Post


                Well the US government is supposed to have the corpse of an angel in its possession, if you want them to start cloning themselves some mecha-angels, I don't think anyone will object.
                I need to write some Mech fiction for the WoD...
                Last edited by Almarck; 08-03-2015, 02:58 AM.


                Mechs: Because even the Chronicles of Darkness needs robot fights.
                DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                Comment


                • #23
                  RE: JTAA

                  Looking over how the JTAA is put together, it almost lines up with the Mech/Upgrade rules I have set up, but I do have a few different ideas to balance it more.

                  1) Leave it as is, and treat its extra perks as a benefit of being crated by TFV, and is subject to the limitations of the Advanced Armory Endowment.
                  2) Consider scaling back the Kinetic Strike Module to 3L[AP 3]. Doing this make it balance perfectly with point spread for a 5 dot Mech.
                  3) Apply a design flaw. I am currently putting together a list of Mech and Vehicular conditions that could serve this role.

                  RE: More Upgrades & Weapons

                  I have already added a few more upgrades and think adding mech specific weapons would be awesome. Many of my Mech ideas are being pulled from my experimental XCOM homebrew game and from the Armored Core series of game, so having an insane number of killer weapons is right in line with my thinking.




                  Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                  The Horror Lab - A collection of Beasts, Monsters and less definable things.
                  Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                  Twilight Menagerie - A collection of Ephemeral Entities

                  Comment


                  • #24
                    Originally posted by Reighnhell View Post
                    RE: JTAA

                    Looking over how the JTAA is put together, it almost lines up with the Mech/Upgrade rules I have set up, but I do have a few different ideas to balance it more.

                    1) Leave it as is, and treat its extra perks as a benefit of being crated by TFV, and is subject to the limitations of the Advanced Armory Endowment.
                    2) Consider scaling back the Kinetic Strike Module to 3L[AP 3]. Doing this make it balance perfectly with point spread for a 5 dot Mech.
                    3) Apply a design flaw. I am currently putting together a list of Mech and Vehicular conditions that could serve this role.

                    RE: More Upgrades & Weapons

                    I have already added a few more upgrades and think adding mech specific weapons would be awesome. Many of my Mech ideas are being pulled from my experimental XCOM homebrew game and from the Armored Core series of game, so having an insane number of killer weapons is right in line with my thinking.

                    Well, that's what the Kintetic Strike Module is. It's that MEC upgrade you get for... I think it was Paladins?

                    Anyways.I'll just pitch a few out right now and figure out the rules later.

                    Name Based off Damage Range Clip Initiative Strength Size Special
                    Scatter Cannon AA-12 Shotgun 4 50/100/200 30 -4 5 4 AP3, 8-again, Medium Bursts
                    Harpoon Launcher 3 30/60/120 1 -4 5 4 AP5, starts a grapple if it causes damage
                    High Powered Laser Bolt Action Sniper Rifle 10 750/1500/3000 1 per Energy -6 5 5 AP10. Needs Battery to mount.


                    I also just realized. Hurt locker might not include the really heavy ordinance, so we might need to port those things over sometime in the future if it doesn't add them. Oh well.


                    As for the JTAA, I think it's fine as is. Probably the downside is the fact that it's unable to be customized for the Pilot's needs.


                    Mechs: Because even the Chronicles of Darkness needs robot fights.
                    DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                    Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                    Comment


                    • #25
                      This is almost perfect for modeling the Dreadnoughts from Warhammer 40k........

                      Comment


                      • #26
                        Originally posted by DeathMonkee View Post
                        This is almost perfect for modeling the Dreadnoughts from Warhammer 40k........

                        Maybe... if we gave each mech like 20 Durability. I mean, seriously, Dreadnaughts can survive being stepped on by humongous mecha and in one case taken down a Chaos Imperitor Titan.


                        Mechs: Because even the Chronicles of Darkness needs robot fights.
                        DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                        Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                        Comment


                        • #27
                          Originally posted by Almarck View Post


                          Maybe... if we gave each mech like 20 Durability. I mean, seriously, Dreadnaughts can survive being stepped on by humongous mecha and in one case taken down a Chaos Imperitor Titan.
                          Like I said, almost. Seriously though, I really like this and it goes well with what I've started to pull together for using GMC to run 40k.

                          Comment


                          • #28
                            Well, I suppose most of the stuff about Warhammer 40k can be adjusted since by virtue of bing 40k everything is stated funky.

                            In any case hey, Rein, mind if I take your notes and repost them other forums?

                            Also, I've been thinking that while we've got a solid "mundane" mech base, we're lacking in explicitly supernatural applications and counter measures.

                            I'm thinking a small ruleset to handle spirit, ghost, or angelic pilots would be good.


                            Mechs: Because even the Chronicles of Darkness needs robot fights.
                            DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                            Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                            Comment


                            • #29
                              RE: General Design Notes

                              I spent some time going over the vehicle rules and I noticed that the mecha feel a little small in comparison to similar standard vehicles. (ex. The Civilian Mech is Size 8, but the Forklift is Size 9). Perhaps making the Civilian and Light Mechs Size 10 (about the size of a sports car) and the Heavy Mech Size 15 (which is about the size of a off-road SUV).

                              RE: Mech Weapons

                              As part of my research I read in depth through the WoD core, Armory, Armory:Reloaded, Dogs of War, God Machine Chronicle, and the playtest notes for Hurt Locker. From that read through I have taken away a few things -

                              - Armor Piercing is relatively rare. The only weapons with a AP higher than 3 are usually Heavy Caliber Machines Guns and anti-tank weapons. As such, we might consider making AP a little bit rarer (or at least lowered value) on the Mech Weapons ( both for game balance and to preserve the value of Durability in general - isn't much point in investing in Durability if every weapon worth having cuts through it). I was thinking using more special effects or dice tricks to represent certain advanced equipment.

                              - There should be a practical limit to how many large weapons a Mech can equip. I was thinking the combined strength ratings of the weapons cannot be more than the Mechs Strength+Amplified Strength without penalty.

                              I will write up some of my own Mech weapon ideas and post them a little later on.

                              RE: Sharing

                              Feel free to re-post my content wherever you feel fit. As long as someone out there can make use of some of the ideas I throw out, I am content.

                              RE: Ghosts in the Machine

                              There really shouldn't be much difference between a Ephemeral Entity possessing a Mech or that same Entity possessing any other vehicle or object. Substitute Finesse for Drive/Pilot and use the lower of the entities Finesse or Resistance for Defense. Otherwise the Possessed and Claimed manifestations would work normally.
                              This does bring to mind creating a ephemeral being type for Artificial Intelligences, but I will hammer out those ideas later.


                              Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                              The Horror Lab - A collection of Beasts, Monsters and less definable things.
                              Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                              Twilight Menagerie - A collection of Ephemeral Entities

                              Comment


                              • #30
                                For the record, the weapons I listed are anti vehicle weapons. I mean, the heavy mechs automatic cannons can have AP 18 and I think heavy machine guns have good AP as well. The laser in particular is scaled similarly to HEAT Rockets. I do think the Harpoon gun could use downgrading though. I mean, really, wouldn't it make sense for Mech specific weapons to have the AP to take down other Mechs?

                                In any case, do we have entries for antitank or heavy ordinarance weapons from Hurt Locker? We're going to need those I think.

                                As for the strength, I don't know if how we're going to put strength requirements considering... the size of Mechs. I do like the idea of mechs using HMGs as wrist mounted guns.


                                Mechs: Because even the Chronicles of Darkness needs robot fights.
                                DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                                Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                                Comment

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