So, after a few weeks of working on this subsystem, I have decided that it was finally time to post this on giantip as I go there on occasion. I am aware that this site is primarily a D&D place, but there’s bound to be someone interested in this.
Thanks to Reighnhell and Amechra for their support.
While I am certain the default Vehicle rules probably cover most of the rules to having Mechs, I’ve thought that there’d need to be some slight tweaks here and there considering unlike say a car, Mechs in many fictional settings have melee attacks and are able to make dodges if the situation calls for it, like say having to engage in a melee with another mech.
Now, I am very certain that in the normal World of Darkness, bipedal or humanoid robots don’t usually have a place, but I don’t know, maybe it’d be cool (or horrifying) if they showed up every now and again to highlight danger… or provide really awesome moments. Maybe you can have TF:V agents pilot one around to physically challenge werewolves who could overturn tanks, or go find an ancient Atlantean version that keeps a long dead Mage in life support. Or maybe a Spirit or Ghost uses one in place of a fleshy host. Or you know, be in a Scifi setting like the Mirrors supplements offer…
Mech Rules
Generic Civilian Mech: A basic humanoid walker used in construction work for civilian use. It is often mounted with a powertool such as a jackhammer or chainsaw in one hand. Unlike military wakers, the pilot is exposed and thus only barely concealed. It's hands are quite strong as weapons. Default melee weapons are considered +3L weapons
Generic Light Mech: A lighter grade military machine that is designed for use in an urban environment. The Light Mech sports a SAW as its main armaments with an optional grenade launcher. It is easier to maneuver than most other mechs. Default melee weapons are considered +3L weapons with AP 2
Generic Heavy Mech: A heavy walker that boasts rather impressive armor and firepower. This machine uses its massive strength to carry its powerful weapons and armor systems. By default it comes with a light automatic cannon and antitank rocket launcher like an IFV, but variants have been known to swap the rocket launcher for flamethrowers or another automatic cannon and the default automatic cannon with a high speed or heavier variant for antiair or antitank duties. It's powerful hands count as +5L weapons with AP 3; expending 1 power allows the Mech to avoid the attack penalty. Heavy Mechs have half the operating time as Light or Civilian Mechs, consuming their fuel cells twice as fast and and may only function for 5 minutes per point of backup Power.
Mech Conditions
Mechs can take the following conditions.
Mech Tilts
Mechs can take the following Tilts in combat.
Mech Merits
Would be mech owners may select the following merits as normal.
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.
Weapons and Weapon Traits
Thanks to Reighnhell and Amechra for their support.
While I am certain the default Vehicle rules probably cover most of the rules to having Mechs, I’ve thought that there’d need to be some slight tweaks here and there considering unlike say a car, Mechs in many fictional settings have melee attacks and are able to make dodges if the situation calls for it, like say having to engage in a melee with another mech.
Now, I am very certain that in the normal World of Darkness, bipedal or humanoid robots don’t usually have a place, but I don’t know, maybe it’d be cool (or horrifying) if they showed up every now and again to highlight danger… or provide really awesome moments. Maybe you can have TF:V agents pilot one around to physically challenge werewolves who could overturn tanks, or go find an ancient Atlantean version that keeps a long dead Mage in life support. Or maybe a Spirit or Ghost uses one in place of a fleshy host. Or you know, be in a Scifi setting like the Mirrors supplements offer…
Mech Rules
Class | Strength | Durability | Size | Structure | Speed | Handling | Power |
Civilian | 8 | 3 | 10 | 13 | 40 | -2 | 10 |
Light | 6 | 5 | 10 | 15 | 70 | -1 | 5 |
Heavy | 10 | 8 | 15 | 23 | 40 | -3 | 5 |
Generic Light Mech: A lighter grade military machine that is designed for use in an urban environment. The Light Mech sports a SAW as its main armaments with an optional grenade launcher. It is easier to maneuver than most other mechs. Default melee weapons are considered +3L weapons with AP 2
Generic Heavy Mech: A heavy walker that boasts rather impressive armor and firepower. This machine uses its massive strength to carry its powerful weapons and armor systems. By default it comes with a light automatic cannon and antitank rocket launcher like an IFV, but variants have been known to swap the rocket launcher for flamethrowers or another automatic cannon and the default automatic cannon with a high speed or heavier variant for antiair or antitank duties. It's powerful hands count as +5L weapons with AP 3; expending 1 power allows the Mech to avoid the attack penalty. Heavy Mechs have half the operating time as Light or Civilian Mechs, consuming their fuel cells twice as fast and and may only function for 5 minutes per point of backup Power.
Mech Conditions
Mechs can take the following conditions.
Mech Tilts
Mechs can take the following Tilts in combat.
Mech Merits
Would be mech owners may select the following merits as normal.
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.
Weapons and Weapon Traits
Type | Damage | Range | Capacity | Initiative | Strength | Size | Availability | Special |
Harpoon Gun | 3 | Medium | Reusable | -5 | 3 | 4 | ●●● | Impaled |
Scattergun | 4 | Medium | Medium | -4 | 3+ | 4 | ●●●● | 9-Again, Autofire, Knockdown |
Anti-Material Rifle | 5 | Extreme | Low | -5 | 3 | 4 | ●●●●● | AP 6, 9-Again, High Recoil |
Generic SAW* | 3 | Long | High | -4 | 3+ | 3 | ●●●●● | Autofire, High Recoil |
Generic GPMG* | 4 | Long | High | -5 | 4+ | 4 | ●●●●● | AP 2, Autofire, High Recoil |
Generic HMG* | 5 | Long | Medium | -60 | 4+ | 5 | ●●●●● | AP 6, Autofire, High Recoil |
Tactical Laser | 6 | Long | Single | -4 | 3 | 4 | ●●●●● | AP 8, Energy |
Heavy Laser | 10 | Extreme | Single | -6 | M | 5 | ●●●●● | AP 10, Energy |
Light Coilgun | 4 | Long | Low | -4 | 3 | 4 | ●●●●● | AP 2, Autofire, High Recoil |
Heavy Coilgun* | 6 | Extreme | Low | -5 | M | 5 | ●●●●● | AP 4, Autofire, High Recoil |
Light Autocannon* | 5 | Extreme | High | -6 | M | 5 | ●●●●● | AP 8, Autofire, High Recoil |
High-Speed Autocannon* | 5 | Extreme | High | -5 | M | 5 | ●●●●● | Autofire, High Recoil |
Heavy Autocannon* | 6 | Extreme | High | -7 | M | 6 | ●●●●● | AP 17, Autofire, High Recoil |
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