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Mecha Campaign Rules

Joined
Oct 17, 2012
Location
USA
This is a work in progress, and thus will be adjusted as time goes on.

Mecha Setting
The year is 2389. The world has changed. Advances in science have moved a lot of things forward, including the art of war. Most warfare is now conducted in Mechas of one size or another.

In the year 2080, mankind begin terraforming Mars, allowing it to be lived on and settled. It was a stable, if slightly fragile life there, that grew less dependent on Earth every year. In the year 2134, Mars was finally self-sustaining. But in the year 2162, a Cataclysm hit the Earth, driving the humans on Earth underground. No one is sure who or what caused it, but the fact remains that it happened.

For a century, the humans on Earth lived underground while the surface was uninhabitable. Mars, unable to do anything, continued with their lives, working to make sure that they could survive on their own. Doing this time, Martian government solidified into a single whole, that was focused on keeping everyone alive, and things relatively peaceful.

Underground, several corporations formed for a variety of purposes to fill the needs of the underground humans. Governments usually controlled the bunker shaft they were in, and nothing else. The corporations spanned multiple bunker shafts, holding meetings and discussions by holographic communications.

In the year 2263, humanity emerged from it's underground safety onto the surface once more. In order to reserve it, and strive to stop another Cataclysm, cities called Cradles were built in the sky. Using a variety of means and power sources, these Cradles float above the Earth, allowing the surface to be used for other purposes than living space.

But people are people, and fighting broke out. Wars were fought between governments, and corporations sniped at each other both politically and physically. These conflicts usually took place on the surface, to avoid endangering innocent people.

In 2308, people on Earth reach space once more, building a few space stations before encountering the people from Mars. There is joy that the Martians survived, but also suspicion that they may have caused the Cataclysm. After a series of incidents, proof was found that irrefutably proved Mars innocent. Mars decided to stay out of the way of the Contention Wars, as the fight between Earth governments was called.

In 2373, the constant wars between the governments, and sporadic conflicts between corporations, boiled the governments down to 4, and the corporations to 12, from the multitude that had covered the globe. They still contest with each other to this day for a unified Earth government, and political, monetary, and military power.

The 4 governments are as follows; the Americas, under President Janet Kyne, a Republic. The EuroAfrican continent (brought together by unexpected tectonic activity), under King Winrech Barth, a Monarchy. The Asian Continent (with Australia added), under Empress Ren Xiu, a Dictatorship with Communism (The Empress or Emperor is the winner of ceremonial Mecha combat to the death). The last is the Space Colonists, a true Democracy.

The 12 companies are as follows. Omer Science, Mirage, Crest, Kisaragi, BFF United, Orca, Zio Matrix, Neo Isaac, Emeraude, Balena, Old Zam, Raven's Nest. In particular, Raven's Nest is _the_ mercenary company of Earth. It is open to missions from anyone, and tries to match the best pilot to each mission. It hasn't fallen because all the pilots are willing to fight for their individual freedom, and the organization's impartiality as a whole. It has even assigned pilots against each other, but the pilots know this is a risk they take for being mercenary.

The Arena, a place where Mecha combat is watched and taped for the entertainment, is a space station set between Earth and Mars. Pilots from both planets participate to see who is the best of the best in their size category. Pilots do not fight with their personal Mecha, but with Arena Mecha built to their designation. This is to prevent death to the loser, and to stop any rampages. This was put into effect in 2356, after the pilot of Gundam Duality killed his opponent, and then proceeded to destroy as much as he could, killing tens of thousands of innocent people in what's know known as the 'Duality Massacre'.

The 4 governments strive for control. The 12 corporations strive for power. The true cause of the Cataclysm is still unknown. Will you be a champion that unites Earth? Will your actions decide the fates of billions? Will you unravel the secrets that still remain? Find out in...

The Mecha Campaign.

Terms
Terrans: This is what the people of Earth are called.

Martians: This is what the people of Mars are called.

Gundam: This means it's 130 ft tall or more. These are commonly used in space combat as elite units, but there are also times it's used on either planet, usually in wide, open places like a desert, plain, or arctic environment. They are considered titans on planetside combat.

Armored Core (AC): This means it's 64 to 128 ft tall, usually 70 to 120. These are usually deployed in either space, as the standard unit, or on either planet, where they are the elite unit.

Zoid: This means it's 33 ft to 63 ft, averaging to 35 ft to 60 ft. These are used in space as the horde or tricky/mobile fighter units, or planetside as the standard unit in combat.

Vehicle: This means it's 16ft to 32ft, averaging 18 to 30 ft. These are either fine detail fighters in space (usually in space stations, space ships, and the like), or planetside as the horde or tricky/mobile fighter.

Power Suit: This means it's 8ft to 15ft, averaging 9 to 14ft. These are rarely used in space combat, and usually as the fine detail fighter planetside.

Ranking: This is a generalized comparison of a pilot's skill level to everyone else, going from E to S. The Arena Ranking is where a pilot is at in her/his Mecha size category and skill ranking compared to others, tested and proven in Mecha combat. The higher the pilot is, the better. The current 'Masters of the Arena', the S1 in each size category, are considered the best of the best.

Arms Fort: These machines are an organization's way of not relying on a single skilled pilot, who could change his/her mind. They have simplistic functions for each console, if not piloted by remote or simple AI. They make up for their simplicity with lots of weapons and armor. The average pilot of even a Gundam will fall to the raw firepower of an Arms Fort. It usually takes a skilled and calculating pilot to bring these behemoths down.
 
Mecha Perks (Work in Progress, feel free to PM ideas.)

Pilot (Mecha Type): Allows you to Pilot the named Mecha type without penalty. Types are Gundam, AC, Zoid, Vehicle, Power Suit.
Shield Wall: Block better. Stackable
Power Bashing: Use shields as weapons
Shield Charge: Knock Down when ramming opponent with shield
Barbarian: Better Melee attacks. Stackable
Eagle Eye: Easier time hitting distant targets.
Elusive Target: Easier time breaking a lock-on.
Intense Training: Improve S.P.E.C.I.A.L. by one. Stackable
Black Widow/Ladykiller: Easier time affecting the opposite gender
Gunslinger: Better Ballistic Weapon attacks. Stackable
Educated: +2 Skill Points per Level
Scoundrel: Better at Speeches
Demolition Expert: Better Massive Weapon attacks. Stackable
Computer Whiz: Better at the Computer Use skill.
Plasma Commander: Better Energy Weapon attacks. Stackable
Jury-Rigging: Better at using the Repair skill.
Living Anatomy: Better at using Medical skill.
Double Tap: Fire two weapons in an attack action.
Quick Change: Faster transformations.
Camo Training: Better at using stealth technology in combat.
Precise Shot: Never endanger an ally with friendly fire.
Zero-G Training: You can move in low and zero gravity with ease, and don't need equipment to not be affected in such environments.
Linked Piloting: You have trained to pilot with others who have linked their Mecha to yours.
Just A Little More: Increase your Mecha's Speed by 20ft. Stackable
Mechacuffs: Your Mecha can fight without weapons. Unlocks special actions.
 
Mecha Combat

Round: 3 seconds of Real Time.
In a round, a pilot can perform 2 actions. Usually, this is an attack action and a movement action. But one can perform 2 attack actions, or 2 movement actions.

Attack action: This uses one of your Mecha's weapons to attack an enemy. To hit an enemy, roll a d%. The attack formula looks like this;
D% + Piloting Skill + Perk Modifier + FCS Bonus + Relevant Attributes.
The defense formula looks like this;
Mecha's Dodge Score (DS) + Defensive Equipment + Piloting Skill + Perk Modifier + Movement Bonus + Relevant Attributes.

The Relevant Attributes are Strength (Power Suit Attack Only), Perception, Endurance (Power Suit Defense Only), Agility, Luck.

Movement actions: This allows you to move your Mecha from one spot to another. Each Mecha has a base speed, from the Legs/Wings part. The most common movement equipment is a booster, which adds to the Mecha's speed and allows it to leave the ground. For every space segment (currently 5ft sq.) a Mecha moves on their turn, they get a Bonus to their Dodge Score.

Special Actions: A Mecha that has certain Equipment can perform special actions. Examples;
The Transformation System allows the Mecha to change shapes, which generally changes it's base stats to another type in the same weight class. This, however, normally takes 2 actions.
The Linking System allows 2 or more Mecha to combine into a larger Mecha. This requires the Transformation System, and takes a special action to link up.

FCS (Fire Control System) normally takes 1 round to lock onto a target. Each Arms/Wings part has an FCS Bonus that applies once the FCS has locked on. The current exceptions to the usually one round rule are;
Missile that can lock onto multiple targets, which requires 1 round per target.
Sniper weapons, which require a second lock-on round for extreme distance targets.

It is possible to break lock-ons from FCS. It takes a Piloting skill check, and requires movement. The difficulty is based on the FCS, Turning Class, and Piloting skill of the locked on pilot.

If a Mecha hits it's target, then the Mecha uses the damage formula;
D% Roll + Gun Damage + Perk Modifier + Relevant Skill + Relevant Attributes.

Some Equipment mitigates damage, like the Primal Armor System.
 
Mecha Equipment

This is where the defenses, abilities, and miscellaneous parts go. Weapons have their own section. The Equipment Slot System allows each Mecha to be customized and refitted as needed. Each Mecha gets a certain number of slots, depending on it's size category;

Gundam: 35
AC: 25
Zoid: 17
Vehicle: 11
Power Suit: 7

The following is the current list of equipment. Feel free to PM me with ideas.

Transformation System (4 Slots)
This system allows the Mecha to change from one type into another (Mobile, Assault, Fortress) in the same weight class. All base parts must be the same kind (Mobile, Assault, Fortress) for this to work. The transformation takes 2 actions. Some Transformation Systems allow for a in-between form.

Linking System (1 slot)
This system allows 2 or more Mecha to join together to create a bigger Mecha. This part requires a Transformation System.

KAGE Cloaking System (1 slot)
This is an active camouflage system, that also has a mild ECM. Usually used in reconnaissance Mecha. The Mecha using this system and firing usually interferes with this system, but a special action can be used to suppress the interference.

STATIC ECM System (1 slot)
This system produces an advanced ECM field makes the Mecha undetectable at mid-to-long range, and produces static at close range. A special action can suppress this static. It is usually disrupted by the Mecha using it firing a weapon, but a special action can be used to suppress it.

FALCON Sensor System (1 slot)
This system extends the sensors, especially the camera, to extreme ranges, allowing targets to be struck from over a mile away, with the proper weapon. Using this system requires a special action, and an extra round for the FCS to lock on to a target at such extreme ranges.

Basic Booster (1 slot)
This part enhances the speed of a Mecha by 100. It costs 10 ENG per round of use.

Advanced Booster (2 slot)
This part enhances the speed of a Mecha by 250. It costs 30 ENG per round of use

Vanguard Over Boost System (4 slot)
The V.O.B. enhances the speed of a Mecha by 700. It costs 90 ENG per round of use.

Primal Armor System (4 slots)
The P.A. System creates a force field around the Mecha. This force field deflects attacks and mitigates the attacks that do connect. However, every shot that pierces it damages the field, which starts at 400 AP, and mitigates 40 AP per bullet. The field recovers 10 AP per round, but if reduced to 0 AP, it will shatter and enter Recharge Mode, and be unavailable until fully recharged. It takes a special action to start, and a special action to shut down. It uses 40 ENG while deployed.

Assault Armor System (1 slot)
The A.A. system requires the P.A. system. Using this system causes the P.A. force field to deliberately shatter, and cause damage to all surrounding Mecha, equal to the AP the P.A. had when the A.A. was activated. It requires a special action to use, and sends the P.A. into Recharge Mode. It uses 80 ENG per activation.

ORACLE Radar System (2 slots)
This radar system has a decent range, but it is the multiple frequency detection that makes it useful, along with it's high ECM resistance. This radar can detect all Mecha types, living beings, and other mobile targets.

Space Skin (1 slot)
This equipment allows a Mecha to be used in space without endangering the pilot.

Supply Storage Space (1 slot)
This allows a pilot to store things in his Mecha, be it gear, supplies for a long mission, or a music collection.

ARCHON Wings (3 slots)
This part adds wings to the Mecha. The wings aid flying abilities, lowering the ENG use of boosters by 10, and improve the Turning Class of the Mecha by one. Also mitigates damage by 10 AP per attack.

ENIGMA Sensor System (1 slot)
This system combines Thermal, X-Ray, and Vibration detection devices into a sensor that can see through practically anything within it's range.

BULWARK Physical Shield (1 slot)
A shield like a knight's shield, attached to the Mecha. Improves Dodge Score and mitigates 40 AP per attack.

BASTION Energy Shield (2 slots)
This energy shield forms a barrier in front of the Mecha it's attached to, increasing the Dodge Score and mitigating 70 AP per attack. Uses 40 ENG per round while deployed.

BARRICADE Shield System (4 slots)
This energy shield creates a layered shield in front of the Mecha, increasing DS and mitigating 200 AP per bullet. Uses 100 ENG per round while deployed.

Fortification (1-4 slots)
Improves AP amount based on how many slots used.
 
Mecha Pilot

The actual Pilot is created with a system based off the Fallout system. There are seven attributes that define a Pilot.

Strength: This determines how physically strong a Pilot is. It affects how much a Pilot can carry, how steady a Pilot (in a Power Suit and non-Mecha combat) can wield weapons, and how much damage a Pilot can do (in a Power Suit and non-Mecha combat).

Perception: This determines how well a Pilot can detect things, multitask, and in general perceive. Helps with hitting targets and dodging attacks, and noticing that flashing red light.

Endurance: This affects how physically tough a Pilot is. This affects how long a Pilot can pilot, how much health the Pilot has, and how well s/he takes attacks (In a Power Suit and non-Mecha combat).

Charisma: This affects how well the Pilot relates to others, his/her personal 'magnetism', how others perceive him/her, and how well people notice him/her. Affects Speech

Intelligence: This affects how skilled a Pilot is, how easily s/he can learn and change, how well the Pilot can intuit things, and to evaluate situations.

Agility: This affects how well and easily a Pilot moves both in and out of the cockpit. It also determines the Pilot's personal speed. Reaction times and instinctive reflexes fall under here as well.

Luck: This affects everything a little bit.

A Pilot starts off with 1 in every attribute, and 35 points to place where s/he will. The 'normal' limits of humans are 1-10, but times have changed. An unmodified human's mental attributes (Perception, Charisma, Intelligence) have no limits. Only a modified human can go above 10 in the physical attributes (Strength, Endurance, Agility) though. Luck is in either no one's hand, or a higher being's so there isn't a limit on it as well.

Example (A balanced pilot)
Str: 6
Per: 6
End: 6
Cha: 6
Int: 6
Agi: 6
Luck: 6
Example (A modified pilot)
Str: 11
Per: 1
End: 11
Cha: 1
Int: 6
Agi: 11
Luck: 1

A Pilot also has Skills, and gains Skill Points every level, 10+Int. At level 1, a Pilot has 10 in every Skill, and can place additional Skill points equal to his/her Int. As the campaign starts at level 8, the Pilot's have 70 + (Int times 8) Skill Points to place. The Skills are as follows;

Piloting
Repair
Ballistic Weapons
Energy Weapons
Massive Weapons
Melee
Medical
Computer Use
Science (General)
Science (Specific Field of choice)
Speech

Repair affects a pilot's ability to tune his/her Mecha, allowing a increase from base stats. It also affects how will the pilot can jury-rig things.
Piloting affects movement, and aim. It also affects performing special maneuvers.
Energy Weapons, Ballistic Weapons, Massive Weapons, and Melee affect how much damage that style of weapon does.
Computer Use would affect how well certain equipment is programmed. (Drones or Weapon Pods.)
Not sure about any other skills affecting things in combat...

And last, there are the Perks. At level 1, a Pilot starts off with the Pilot (Mecha) Perk of their choice. Every level after the first, the Pilot picks a new Perk. So, a Pilot starts off with 8 Perks. Perks have a different post. Skills will eventually have their own post as well.
 
Mecha Base Parts

There are four base parts;
Head/Cockpit
Body
Arms/Wings
Legs/Tail/Wings

These fall under three weight classes: Light, Middle, Heavy. They also have three types: Assault, Fortress, Mobile.

Light tends to be fast and agile.
Middle tends to be balanced.
Heavy tends to be slow and steady.
Assault focuses on offensive abilities.
Fortress focuses on defensive abilities.
Mobile focuses on movement abilities.

Usually, you can mix and match how you wish, as long as long as the legs can carry the other parts. However, the exception is those with a Transformation System. If you are changing forms, then it is required that all the Mecha's base parts be the same type. The Transformation System changes the Mecha from one type to another. Examples;

Head: Light Mobile
Body: Middle Assault
Arms: Light Assault
Legs: Middle Fortress

With a Transformation System;
Head: Heavy Mobile/Assault
Body: Middle Mobile/Assault
Arms: Light Mobile/Assault
Legs: Heavy Mobile/Assault

If your Transformation System allows a partial Transformation, it is most likely the Arms and Legs that are transformed, followed by the Arms and Body. It is rare for the Head to be transformed in a partial Transformation.

Each Base Part has 5 listed AP and ENG/R values, one for each size of Mecha. Left to right, it is Power Suit, Vehicle, Zoid, AC, Gundam.

AP: Armor Points. This details how much armor the part gives to the Mecha. This applies for all 4 base parts.

Radar: This describes how far the base sensors can detect. This applies for the Head/Cockpit part only.

ENG/R: This gives the amount in the Mecha's Energy Gauge, and how much energy the Mecha recovers per turn. This applies for the Body part only.

FCS: This determines the bonus to attack the Mecha has. This applies for the Arms/Wings part only.

Weight: This determines how much that part weighs. This has three values, for the Head/Cockpit, Body, and Arms/Wings part

Load: This is how much the Legs/Wings/Tails part can carry.

Speed: This affects how much the Mecha moves in a Movement Action.

Light Mobile
AP: 160, 510, 1660, 5110, 16670
Radar: 3500
ENG/R: 200/10
FCS: +65
Weight:
Load:
Speed: 45

Light Assault
AP: 170, 590, 1770, 5990, 17770
Radar: 3300
ENG/R: 300/15
FCS: +75
Weight:
Load:
Speed: 40

Light Fortress
AP: 180, 660, 1880, 6670, 18880
Radar: 3100
ENG/R: 100/5
FCS: +70
Weight:
Load:
Speed: 35

Middle Mobile
AP: 190, 740, 1990, 7440, 19990
Radar: 3400
ENG/R: 300/15
FCS: +75
Weight:
Load:
Speed: 40

Middle Assault
AP: 200, 820, 2000, 8220, 20000
Radar: 3200
ENG/R: 400/20
FCS: +85
Weight:
Load:
Speed: 35

Middle Fortress
AP: 210, 900, 2110, 9000, 21110
Radar: 3000
ENG/R: 200/10
FCS: +80
Weight:
Load:
Speed: 30

Heavy Mobile
AP: 220, 1000, 2220, 10000, 22220
Radar: 3300
ENG/R: 400/20
FCS: +85
Weight:
Load:
Speed: 35

Heavy Assault
AP: 230, 1100, 2330, 11100, 23330
Radar: 3100
ENG/R: 500/25
FCS: +95
Weight:
Load:
Speed: 30

Heavy Fortress
AP: 240, 1220, 2440, 12220, 24440
Radar: 2900
ENG/R: 300/15
FCS: +90
Weight:
Load:
Speed: 25
 
Mecha Weapons

There are a variety of weapons, and the list will continue to grow, more than likely. If you want something not listed, just PM me and I'll come up with something.

If you allow the weapon to take up extra slots, the weapon will be a larger, more powerful version. For every slot above the necessary to equip, the following happens;
Dam is increased by 500, 200, or 100, depending on Rate. Range is increased by 100. Clip is increased by 10 or 50, depending on previous clip. ENG is increased by 10 or 20, if it had a ENG cost. The part will gain an X and a number at the end, that tells how many slots were added to the base requirement.

Example
MOONLIGHT usually takes 2 slots. But by making into the MOONLIGHTX2, it'll take 4 slots, and have a Dam of 1961.

Name (Slots Taken)
Type: Ballistic or Energy
Dam: Damage weapon does
Range: How far it reaches
Rate: How many bullets/shots/whatever does it fire per attack.
Clip: How much ammo the weapon has
ENG: How much (if any) ENG it takes.
Description: gives details.

DRAGON Flamethrower (1)
Type: Energy
Dam: 288
Range: 155
Rate: 1
Clip: 60
ENG: 10

BARRAGE Machine Gun (1)
Type: Ballistic
Dam: 26
Range: 500
Rate: 25
Clip: 500

FIRESTAR Rocket Launcher (3)

TALON Missile Launcher (1)
Type: Ballistic
Dam: 255
Range: 461
Rate: 1 to 8
Clip: 50

WARPATH Rifle (1)

CORONA Plasma Rifle (2)

COMET Energy Machine Gun (1)

TSUNAMI Plasma Cannon (3)

CALVACADE Gatling Gun (2)

TYPHOON Energy Cannon (2)

CHRYSANTHEMUM System (4)

RHINO Railgun (2)

AVENGER Energy Blade (1)
Type: Energy
Dam: 287
Range: 15
Rate: 1
ENG: 5

REAPER Hi-Energy Scythe (3)

MOONLIGHT Hi-Energy Blade (2)
Type: Melee
Dam: 961
Range: 60
Rate: 1
ENG: 20

KARASAWA Hi-Energy Rifle (2)
Type: Energy
Dam: 850
Range: 436
Rate: 1
Clip: 80
ENG: 20

KURORAI Sniper Rifle (2)
Dam: 935
Range: 1035
Rate: 1
Clip: 70
 
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