Showing posts with label mechwar. Show all posts
Showing posts with label mechwar. Show all posts

Monday, October 7, 2013


Anime Mechwarrior simple play mod for grey book rules

 

Just thinking on paper here , but just using the classic Battletech greybook rules you could make everything a lot more interesting and "anime" feeling if you assumed Jump movement was equipped on all mechs as a standard option, equal to their walk and mech with Jump Jets have additional jump capability at the regular heat costs defined as shifting to a Land Air mech mode (instead of all the silly LAM rules), with an option to stay airborne for 5 additional heat cost at a height of 6. Remove the Charge attack and Death From above except vs immobile mechs as all mechs are now far too mobile for such a thing (and to prevent pointless beserkerganging). So most light speedy mechs could "jump" a distance of 12 - very veritech and all mechs could leap otherwise extremely difficult to cross obstacles. Cap the movement modifier for hit rolls at +4.

Thursday, September 26, 2013

Mech MacGuffin - Extra Crunchy Order


Mech Problems
When I run Mechwarrior and other SciFi games , I like to have some good technobabble to explain what's broken or what the party needs in the way of a macguffin. Items in red tend to destroy the mech if not replaced or repaired quickly.


Fusion Plant
    MD Flux Stabilizer
    MD Snare Field Generator
    Hydrogen Infuser
    Bottle Coolant Pump (without this the engine cannot dump more than 1 point of heat per turn)
    Plasma Relay Conduits (Main, Secondary, Tertiary) (runs the myomers, actuators , everything else)
    Helium Recovery Switch (mech looses 1 heat sink permanently every turn it is overheated)
    Proton Switch (engine generates +5 heat per turn)
    Positron Stabilizer (all pilot and gunnery rolls are penalized)
    Plasma Stabilizer
    Primary Coolant System
(mech generates +10 heat a round)
    Emergency Coolant Relay
    Emergency Coolant Dump
    Core Control Computer (if the engine overheats the mech automatically shuts down)
    Flush Pump
    Vacume Pump
    Spark Generator
    Phased Energizer Relays (1-X) X is Engine Rating / 25 (let mech use energy weapons)
    Core Heat Sink Interfaces (1-X) X is Engine Rating / 50  (let mech use more than 3 heat sinks)
    Emergency Shutdown Relay
Gyroscope
    Magnetic Balance
    Neuro-Relay
    High Speed Collision Interface Stabilzer               
    Micro-Algorythmic Data Analyzer (MIADA) (required to navigate ruins or water)
    Number One-Three Axis Stabilizer (required to jump or crawl)
    Power Servos 1-X (X is weight of Gyro)
Actuators
    Myomer Bundle Charge Indicator
    Myomer Charger (random failures of limb if not replaced)
    Rapid Charge Relay (lets you run)
    EM Six Relay (Control Pull Actions)
    EM Four Relay (Controls Push Actions)
    Macro-Algorythmic Data Analyzer (MAADA) (Measures stress and force expression)
    RP-I Gears ( physically move myomers in case of damage)
    Noble Gas Fire Extinguisher Ports
    Sub-Relay Pump (Removes water and other liquids from system)
Weapons Control
    Fire Control Computer (without this all shots only hit on a 12 on 2d6)
    Laser Targeting Grid
    Infra-Red Relay
    Radar Array (allows long range fire period)
    ECCM Module  (allows long range fire vs mechs)
    Emergency Fire Override Switch (weapon may fire at friendly opponents)