Monday, July 23, 2018

Plastic Mechs and Iron Men: First Rules Draft

  • hex grid (TODO: any interesting terrain rules)
  • no stacking of units
  • alternating unit activation, all units activate before any may reactivate (allows multiple moves in a row at the end of a round)

Basic units (non-mechs) are composed of two parts: a chassis, representing the movement and defenses of the vehicle or infantry, and a weapon, representing the primary weapon of the unit.

Chassis Statline: WND, MOV, DEF, ARM, SPT, PTS

  • WND is wounds, the amount of damage a unit can take before being destroyed
  • MOV is movement, the distance in hexes a unit can move in a turn
  • DEF is defence, the difficulty of hititng the unit
  • ARM is armor, protection against damage
  • SPT is spare tonnage, used to mount weapons
  • PTS is the points cost for the unit, including weapons.

Weapon Statline: RNG, ACC, RPT, STR, TON

  • RNG is range, the maximum distance a weapon can hit at
  • ACC is accuracy, a bonus to attack rolls
  • RPT is repetitions, the number of shots per hit
  • STR is strength, the amount of damage per shot
  • TON is tonnage, the spare tonnage taken up by the weapon

Each standard unit moves and shoots, in either order, once per activation. The unit makes a single attack roll, and if successful, deals damage based on its weapon’s Strength and Repetitions and the target’s Armor. Warmechs may move once and shoot up to twice, in any order. A Warmech may not attack with the same weapon twice in an activation.

A standard unit reduced to zero WND is destroyed.

Warmechs have six hit locations. The location damaged by an attack is determined randomly. If a hit location is destroyed, the Warmech may not use any weapon mounted in that location. If an attack would hit a destroyed part of a Warmech, the hit location is rerolled. See the Warmech section below for further details about hit locations and their effects when destroyed.

Attack roll: 2d6 + ACC vs DEF
Damage: (STR - ARM) * RPT
Warmech Hit Locations: 6 locations (2 arms, 2 legs, 2 torso), d6 table, no facing

Basic units take one weapon of TON equal to their SPT.

Chassis

Chassis WND MOV DEF ARM SPT PTS
Infantry 4 1 8 0 * 2
ODA 4 1 8 1 * 3
Mammoth 3 2 6 2 10 4**
Mastodon 5 2 6 2 15 6
Nebula 3 4 6 2 10 6
GEV 2 4 9 1 10 4
Beetle 3 3 6 1 5 4

* Infantry and Orbital Drop Armor units use Small Arms, with no tonnage cost.
** A Mammoth tank armed with a Black Powder Cannon costs only 3 points

Weapons

Weapon RNG ACC RPT STR TON
Small Arms 1 2 1 2 -
Sabot cannon 3 0 1 4 10
Black Powder cannon 2 0 1 3 10
Plasma Cannon 2 0 1 5 10
Minigrenades 2 0 2 3 10
L. Autocannon 3 2 1 2 5
M. Autocannon 3 2 2 2 10
H. Autocannon 3 2 2 3 15
L. Laser 4 4 3 1 5
M. Laser 4 4 2 2 10
H. Laser 5 4 2 2 15
L. Particle Cannon 4 2 1 3 10
H. Particle Cannon 4 2 1 4 15
Gauss Gun 5 2 1 5 20

Warmechs

Warmech Statline: TONS, SPT, MOV, DEF, ARM, WARM, WLEG, WTOR, PTS

  • TONS is the total tonnage of the Warmech
  • SPT is spare tonnage, used to mount weapons
  • MOV is movement, the distance in hexes a unit can move in a turn
  • DEF is defence, the difficulty of hititng the unit
  • ARM is armor, protection against damage
  • WARM is arm wounds, the amount of damage the Warmech’s arms can take
  • WLEG is leg wounds, the amount of damage the Warmech’s legs can take
  • WTOR is torso wounds, the amount of damage the Warmech’s torso can take
  • PTS is the points cost for the Warmech, including weapons

Humanoid Warmechs

Humanoid warmechs have left and right arms, left and right legs, and left and right torso segments. If both torso segments are destroyed, the Warmech is destroyed. If both legs are destroyed, the Warmech is immobilized. Note that if both arms are destroyed, the Warmech is not destroyed, but is merely unable to attack.

The humanoid Warmechs detailed below must take two weapons with total tonnage equal to their SPT, mounting one on each arm.

Warmech TONS SPT MOV DEF ARM WARM WLEG WTOR PTS
Heavy
Paladin 120 30 2 6 2 4 4 4 18
Mjolnir 110 35 2 6 2 3 3 4 16
Lancelot 100 30 2 6 2 3 3 4 15
Medium 60-90
Timber Wolf 80 30 2 7 2 2 3 3 12
Vinge 60 20 2 7 2 2 2 2 10
Light 35-50
Basset 50 15 3 8 1 3 3 3 9
Ultralight 20-30
Ripper 30 10 4 8 1 2 2 3 7

Humanoid Warmech Hit Location Chart

Roll Location
1 Left Arm
2 Right Arm
3 Left Leg
4 Right Leg
5 Left Torso
6 Right Torso

Avian Warmechs

Avian Warmechs have left, right, and center torso segments and left and right legs. An avian Warmech is destroyed if its center torso is destroyed. As with Humanoid warmechs, if both legs are destroyed, the Warmech is immobilized.

The Avian warmechs detailed below must take one weapon with tonnage equal to their SPT, mounting it in their center torso.

Warmech TONS SPT MOV DEF ARM WTOR WLEG WCEN PTS
Corvus 40 10 3 8 1 2 3 6 8
Shrew 20 5 4 9 1 2 2 4 6

Avian Warmech Hit Location Chart

Roll Location
1 Left Arm
2 Right Arm
3 Left Torso
4 Right Torso
5 Center Torso
6 Center Torso

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