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Welcome to Mecha Monday! Here we dedicate ourselves to mecha RPGs, wargames, and boardgames alike. Here we start games, tell campaign stories, share resources & assets, and seek advice for our games and homebrew.

Assorted Mecha Goodness:
https://pastebin.com/E2wi55AZ
Embryo Machine Translation:
https://drive.google.com/drive/folders/1r_cjOLuUp3HussVRhbQYU3G0zK6hwy1r
Lancehounds Homebrew:
M3g4 folder/eMEBUbCL#kj2FRrlqTa-02U16XpnVRg

Previous Thread:
>>96401090

Question of the Thread:
Other than aerospace vehicle, what's the best transformation for a mech? Other than a toaster, what's the worst transformation for a mech?

Thread Theme:
https://www.youtube.com/watch?v=_GIotvR6aEw
>>
Good timing. Are there particular systems ideal for multiple players playing/contributing to components of a mech, and more importantly having rules for smaller scale more mundane vehicles?
>>
I think I'm getting my dad and brother to slowly move away from 40k to battletech. or maybe they just stopped talking to me about 40k
>>
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Northies out this is a Southern man's thread
>>
>>96645741
"lutter" No, that's the verb. It should be the noun. But points on using the right pronoun.
>>
>>96645472
BCG covers that
>>
>>96645741
I will nerve gas all southies.
>>
>>96644721
QoT: Submersible vehicle. Hydrodynamic streamlining just as crucial as aerodynamic streamlining especially with regards to speed & cruising efficiency. That's not even taking into consideration design choices caused by the pressure gradient experienced underwater.
>>
>>96648378
That's a darn good answer. I was gonna say drill-vehicle, for basically the same reasons but underground instead of underwater.

As for the worst altmode... Well, tank is pretty useless.
>>
>>96647836
Just like the South did to the Humanists?
>>
>>96649317
And the UMF to the WFP
Lol.
>>
>>96644721
What's the rpg with easiest mechanics for mechas?
>>
>>96650014
The Mecha Hack
>>
>>96650014
Ditto on Mecha Hack. The whole book is like 40 pages.
>>
>>96649825
When did they do that?
>>
>>96650273
>>96650367
NTA but sounds fun, what is it?

Also why is Gurren Lagann the best fucking Mecha ever?
>>
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>>96650453
Early TN history. The UMF has... chilled out somewhat.
>>
>>96650462
Because it's based on Getter Robo and Mazinger Z.
>>
>>96650273
>>96650367

Thanks, already downloaded
>>
>>96650570
Damn fucking right.
Also it’s cause of the use of hope and determination as a power right?
>>
>>96652779
In many ways Gurren Lagann is a love letter to mecha, the phases it has gone through, and to Go Nagai himself for inspiring much of the later creations.
>>
>>96653094
Yeah, just kinda don’t really like the post time skip if I’m being honest.
It got weird for some reason. Also some of the things it was a love letter were a bit more non mecha, like captain harlock.

Honestly I had an idea of a mecha that goes from a simple cockpit with limbs to a big robot to then down to a cool power armor to then just fucking disappearing but gifting the user superhuman powers
>>
>>96654771
The weird stuff is a homage to other mecha like getter
>>
>>96656648
yeah i know that, but i meant like evangelion in a way with the simon getting arrested and shit, blah blah blah, and mentioned harlock
>>
>>96650273
>>96650367
anybody got any experience with mecha hack? kinda thinking of dropping an easily digestible couple of one shots on my group, and they expressed interest in big robots
>>
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Not to be an ad, but the RealMechIsLove guy released his new project, that 28mm scale not!Battlemech 3d print kits. The designs are just generic enough, and the inclusion of a free power armor guy is an interesting idea for a little freebie (even if the photos of it look a little rough).. There aren't many 1/56 scale mechs that I know of still in production. I'll probably get some and compare them to the upscaled Battletech models I 3d printed a while ago.

>>96657617
Yeah, the one-shot I ran went well. I thought the reactor die worked pretty well. Provided some pregens, had them investigate an unexplained convoy, which was an ambush by other mechs for a kaiju, who counter-ambushed the mechs. Lots of wreckage, everyone had fun. Would recommend.
>>
>>96660808
Neat. Nice to see any attempt at plamo stuff for western mechs, even if its freelance. Too bad I'm a poorfag with no 3D printer to do something like this.
>>
Troubling concept of the day: Gyarugoog Jager
>>
>>96662279
Troubling indeed
>>
Hello, /mechm/. My players have finished up their business in orbit, and the ground war has slowed down. So there's a high probability their next destination is the moon. I've described it pretty much like ours IRL. I've been looking through my map collection, and I'm not entirely satisfied with what I've got.

Can anyone share a battle map for lunar terrain, or point me in the direction of some good ones?
>>
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Evangelion just turned 30 in case anyone cares.
>>
>>96668690
I'm not sure how it looks printed out, but I know of this:
https://www.wargamevault.com/en/product/424924/moon-game-mat-for-mooncresta
>>
>>96668870
Damn, time flies.
>>
>>96668870
Two more years and it'll be the anniversary of the Evangelion product that put the bullet in the ultraviolent era... yaaaaay...
>>
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>>96668974
Thanks for the link, anon. That file got me thinking about how it was made, and I went hunting for high-res images from NASA. Turns out you can find a bunch of good stuff if you look through the NASA and JPL galleries, or hunt down digitized Apollo photographs. This one's a low-res version I made from an Apollo 17 frame.
https://data.lroc.im-ldi.com/apollo/view?camera=M&image_name=AS17-M-2731

That said, it is always nice to have stuff that is made specifically for tabletop games.
>>
>>96670193
???
>>
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>>96668870
My only real take away from Evangelion is the idea of giant cyborg mecha
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Is it expected that a mech pilot have a basic understanding of the mechanical know how of their mech? Should they at least know how to do basic maintenance and repairs?
>>
>>96678449
Looked it up, might be talking about End of Evangelion.
It was Moe though that killed the gore porn, turns out people like the carrot more then the stick.
>>
>>96678908
Like everything else, it depends. I'd guess that military-trained mechajocks would be required to have at least an absolutely minimum level of understanding and skill of how the thing works, and the know-how to effect really really minor or ultra-simple repairs. I should think most of the skills would have to do with dealing with issues inside the cockpit, like an atmosphere leak, a shorted panel, that kinda thing.

In Knights of Sidonia there's a cool episode where the characters are adrift and they're futzing with their mech, manually deployed solar collectors with hand cranks, draining hydraulic fluid to distill into drinking water, etc. Pretty spiffy.
>>
>>96678908
Depends on the sortie and mech itself I’d say. Obviously the bigger and more high tech it is the more redundant knowing how to fix it probably is since you’d likely lack the equipment to be able to pull it off, and if missions you’re deployed to don’t last more than a couple of hours I imagine that also would make it less important since it would likely take hours just to fix even the most basic of issues that you feasibly could without delving into your mechs guts so to say.

It’s definitely important to know how your mech works though I think, if only so you can gauge how far you can push things. If you know the telltale signs of problems then you can make better choices on the battlefield and not die, or keep soldiering on if you know it’s only a minor issue
>>
>>96679142
Yeah I don’t see how EoE could have done that when it was very violent itself
>>
>>96678908
Avionics technician in the RCAF here. While not a direct comparison, it's probably as close as you'll get between real world and mecha.
Anyway, our pilots certainly have an understanding of how the various systems in their aircraft work. After all, they need to know what to do if there's a hydraulic failure, a chip detect on an engine, a fuel tank loses indication, a generator fails, or whatever. They need to know how the failed item affects the rest of the stuff it's connected to and what the appropriate response is.
Could they fix any of these after landing? fuck no. Their knowledge goes as far how a thing works, but not why. Air crew can re-fuel themselves, but that's about it when it comes to hands-on knowledge or skill set.
>>
>>96682800
That's the point, it was so repulsive in so many ways and was so widespread watched that it caused the industry to take a step back and go "enough of this". And it's all devolved into slop formulas ever since.
>>
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Rolled 6, 16, 12 = 34 (3d20)

Rolling to decide which of my OC pilots are gonna squad up for a mission. Any duplicates goes up a number.
>1 = Apricot
>2 = Winkie
>3 = Mongrel
>4 = Buckingham
>5 = Satsuma
>6 = Nines
>7 = Mush
>8 = Rust
>9 = Smear
>10 = Trash
>11 = Treasure
>12 = Tizzy
>13 = Chatter
>14 = Coco
>15 = Shank
>16 = Cueball
>17 = Crow
>18 = Jiangshi
>19 = Snowpea
>20 = Jam
>>
>>96684911
haha oh yeah everyone stopped making things like eva after eva lol
>>
>>96687170
>Winkie
Do they only have one eye or something? I wouldn't trust someone with a callsign like that to pilot a mech
>>
>>96689871
Nah Winkie has both of his eyes, Mongrel is the one with a fucked up eye but people don’t trust him for other certain…Reasons. Winkie got his name cause he’s the sharpshooter of the group who basically has one eye glued to a special scope set-up in his mech at all times.
>>
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Question for the gang:

How many "skills" (or abilities, attributes, traits, proficiencies, call 'em what you will) do you like a mecha RPG to have for the machines' operators?

One? Like, for instance:
==================
Mecha Operation

Two? Like, for instance:
==================
Piloting
Combat

Three? Like, for instance:
==================
Offense
Defense
Piloting

Four? Like, for instance:
==================
Ranged Offense
Ranged Defense
Melee Offense
Melee Defense

Five? Like, for instance:
==================
Piloting
Hand-to-hand
Melee
Gunnery
Missiles

More? Like, for instance:
==================
Sensors
Electronic Warfare
Gunnery
Missiles
Melee Weapons
Hand-to-Hand
Block
Dodge
Piloting
Driving
Zero-G Maneuvers
Transformation
>>
>>96695568
I feel like it depends on how involved one plans on having the mecha factor into everything. If its something like Gundam where pilots will hop into a mobile suit for combat and some special ops then I feel like something like 3 to 5 would be adequate. Having more would mean expecting the mecha to be used in any scenario. Basically like if a Gear pilot took their Ferret everywhere, including showers. Less would likely for lighter systems in general. So yeah I feel like 4 would be the magic number for your average mecha RPG.
>>
>>96695568
I'm more in the last camp, though maybe a little toned down.

Melee covering Unarmed, Block and Parry, but Dodge being a separate thing. It allows to make distinction between dealing with solid kinetic weapons and energy/AoE attacks.
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>>96697940
This is actually a question I often struggle with. Is there enough of a difference between Blocking and Parrying to make them different things in a ruleset? And if so, what difference should that be, rules-wise?

I agree that Block & Parry should be part of Melee while Dodge should be part of Piloting or whatever.
>>
>>96700410
I prefer Block and Parry being on single skill, but being a choice on how you take the attack. When you Parry it's just a skill roll, when you Block you get a decent to large bonus, but whatever you use to block takes damage.
>>
>>96695568
I feel like
>ECM
>Gunnery
>Melee
>Piloting
Covers most abilities.
>>
>>96704531
Yeah, this is the most streamlined one could probably get without sacrificing the major concepts.
>>
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>>96695568
>>96704531
I agree that four is about right.
Piloting = maneuvering in difficult circumstances, evading attacks
Close Combat = fighting with melee weapons or the mech's body; includes blocking
Gunnery = attacking with ranged weapons, including projectiles and beams
Tech = sensors, comms, ECM; may include guided missiles

Specialization within each field can be added on in whatever fashion suits the game system

>>96700410
Going to depend on the system.
Maybe every unit has some basic Defense score that is rolled against for an attack. More active defenses like dodging, blocking, etc. require spending or reserving an action. Blocking lets you interpose a weapon or shield between you and a threat. Your beam saber catches and deflects theirs, or your shield intercepts their bullets. Maybe it just passively adds an amount to your Defense score. Meanwhile, Parrying could be a roll-off between attacker and defender (presumably in melee), pitting skill against skill. If the defender beats the attacker by enough margin, maybe they get to deal some damage as a riposte.
>>
I like the discussed differences between Parry and Block here. Helpful!

I forget what game it was, but there was this one that my friends and I were playing -- it had rules for Block and Dodge which made them functionally the same. So we called it "Dock & Blodge."
>>
>>96695568
Just four are good, but a main issue is that they have to translate to something out of the cockpit.
>>
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>>96709966
>they have to translate to something out of the cockpit
Could you please elaborate on that?
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>>96710331
Lancehounds Anon spoke about it at some point, I think. His four stats - Guts, Precision, Handling and Wits are supposed to inform a piloting style as much as piloting ability, and a piloting style informs their personality as well as physical attributes out of the mech.
>>
>>96710693
I was thinking just making characters archetypal would be a good idea. There's a reason the big fat strong guy pilots the big fat strong mech. You want more wiggle room than just that but you could probably go pretty far with having owners resembling their pets.
>>
Has anyone here dared to run a mech game with Spacemaster (Rolemaster but scifi)? What was it like?
>>
>>96712007
Eh, just be careful not to -lock- the pilots into being archetypes. Not every story wants for that.

>>96712362
Considering how badly my only ever Rolemaster campaign went, I see no reason to go back to that system.
>>
>>96700410
>Is there enough of a difference between Blocking and Parrying to make them different things in a ruleset?

It might help to think about it like this: Blocking is stopping an attack by putting something designed to take damage or that you are willing to sacrifice in the the way in order to prevent the attack from hitting it's target. Parrying is striking with a weapon or object in such a way that it deflects an attack away from the target.

In a game with parts damage a successful block would allow you to direct the damage to the blocking part (such as a shield or limb) instead of the intended target (which would likely be the torso, head or cockpit) while a successful parry would cause an attack to miss without taking damage.
>>
What about armor?

In your mecha games, do you prefer armor to wear down, or is that too much bookkeeping?

Do you like armor to offer variable protection in different places?

What ideas and mechanics make mecha armor interesting? Stuff like multi-layered armor, brittle armor, ablative armor, reactive (exploding off) armor, energy-vulnerable armor, electrically-fortified armor, etc?

Whatcha got, gearheads?
>>
>>96644721
from the Assorted Mecha Goodness pastebin, line 29 -- the Mega for Gundam Senki -- is a dead link. Can anyone fix?
>>
>>96717404
Layered armor with weapons systems that can functionally act act as armor when needed so you have the choice of extra armor or having an extra weapon.
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>>96644721
Bug robots gud
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>>96688332
Please note heavy use of sarcasm. Please.
>>
>>96722232
There's no sarcastic stance left to take on evangelion, I've seen an infinite permutation of bad takes already. Misreading evangelion or its legacy/purpose just isn't something you can parody.
>>
>>96717404
We had virtual particle armor in our old mecha game. Basically mechs have a little normal armor, some structure and a layer of virtual particles that exist only as long as there is power from the generator going. Mechanically it worked like temporary hitpoints that were refreshed each round. Though there were skills and tech that could give you actual DR for a short time but they took actions/power so it wasn't always a good idea to use them.
>>
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>>96724446
So...Primal Armor from AC4 for Answer ?
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>>96725057
Huh, could be where GM took it from. Though it had no real downsides except for needing a lot of energy to generate and being less effective on larger objects. Hmm, it was something like 2009-2011 when we were playing so yeah, that's after AC4 came out. Fuck, that was a long time ago.
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>>96725248
we rlly need an Armored Core tabletop game of some kind...I know there's an AC6 ttrpg but it doesnt seem like thats ever gonna get an EN translation sadly
>>
>>96725544
I mean if you really badly want an Armored Core TTRPG several anons have made their own brews. ChromeStrike is the oldest one, there's Lancehounds if you really like Gen V, but I don't know if someone's tried to make something like Gen IV. Part of me thinks that IV just isn't suited for a TTRPG because of how it's built around constant boosting.
>>
>>96728518
There's probably a way to convey the boostcore that is AC4 in a TTRPG. But I feel like any physical markers would mean taking up the entire gameboard or having a really small scale. As in maybe the hex/square that a unit occupies is only 1/20 of the space taken up. For pure theater of mind, it likely just requires lots of active manuver based actions and the GM going "holy shit, PC, you're just zipping past everything"
>>
>>96728518
>>96728939
Probably just better off using rangeband systems from aircraft games.
>>
>>96728939
Could use unlimited movement for smaller maps. As in you can move as much as you want but only in a straight line. And turns take actions/power/give penalty to attacks.
>>
>>96729027
I could see this actually being relatively successful. All characters have a Dodge/Boost stat thing which is reduced a little for every time they Dodge/Boost that round, all weapons fire multiple times and require multiple dodges, so the goal is to wear down dodges until you can finally hit to do a little damage. obviously with some elements designed to help out on either side of the interaction.
>>
>>96731444
I'd prefer to use something like dice pool for the Dodge/Boost. With ability of putting multiple dice against an attack and taking highest of the results.
Say mech has 5 dice. You can spend dice on movement which also gives you passive defense. And when shot at you can spend one or more dice per attack on active defenses.
Say attacker has 3 weapons - rocket and two submachine guns. Rolls 1d20 for each attack, maybe with some bonus or whatever.
Defender spent 1 die on movement this turn so has passive defense X and still has 4 dice to spend on active defenses - say 2 dice vs rocket and 1 die against each of submachine guns.
Attacker must roll higher than defender passive AND active defenses to hit.
>>
>>96725544
Some say that Ember: Obsidian Protocol has certain similarities to AC.
It is, however, not a roleplaying game.
>>
>>96731508
I looked this up and it seems rlly cool ! though i cant seem to find much info about where to get the actual game box with everything include in the kickstarter...
>>
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>>96718960
>from the Assorted Mecha Goodness pastebin, line 29 -- the Mega for Gundam Senki -- is a dead link. Can anyone fix?

SECOND
>>
>>96664933
https://www.youtube.com/watch?v=FJyaIYMwnZo
>>
>>96734140
Can you provide or point me towards a more current link? Even if it is just a hint towards which ShareThread trove I should be checking?
>>
Giant human looking robots or like more smaller believable sized robots?

I’ve always had a problem with gundam cause of the size and the fact they got guns and shit. For me I like a robot with internal weaponry instead of whatever that giant gun crap is lmao.
>>
>>96737026
If you have working hands you may as well use them. Handheld weapons are way easier to design and don't need to deal with a lot of problems of integrated ones. And you can freely swap them between missions or even in the middle of the mission if its defensive or you have a pack mule. BT really fucks it up by having a lot of mechs with hands but then not using them in any way, shape or form. And then also sucking up to Clans for their omnipod tehcnology. Except by their own rules you can do shit like slap industrial TSM on Atlas and then give it a Thumper so that it can start all combat in "artillery mode", but of course it is never used by anyone in the setting cause supposedly mech hands do not work for anything but bashing people in the face.
>>
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>>96718960
>>96734140
>>96734929
here u go

M3g4
dont forget the dot and the nz (Neo Zeon?!?)
slash file slash
xNxDkDQC#zFAmzOUmCdm7ag8hesPHo99UKrdp8kXIf6gscedq80o
>>
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>>96738702
yooooooooo noice someone update the Assorted Mecha Goodness pastebin!
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>>96737148
Worst part is, battletech does have rules for holding guns, they're just insanely shit. Though it doesn't count if you're grandfathered in, those count as "jettison capable" and it's clearly just a handheld gun that they've scotch-taped onto the arm.

They also only started doing it because of legal trouble. They used to just carry guns as well until they got sued.
>>
mechas in TTRPGs?
>>
>>96743220
>mechas in TTRPGs?
No. The word 'mecha' cannot be pluralized. Saying 'mechas' is wrong. Now...
>mecha in TTRPGs?
YES
10x10x10x YES
>>
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>>96738702
Thank you for your service, anon. Pastebin has been updated.
>>
>>96695568
I have these:
>Gunnery: adds to ranged attacks. Represents the clear mind and experience required for lining up difficult shots.
>Tactics: adds to initiative and improves the dodge die. Represents the ability to anticipate the actions of opponents.
>Melee: used for unarmed and melee weapon attacks, as well as for parrying attacks with a shield or weapon. represents fine control and contributes slightly to evasion
>Piloting: adds to defence and improves turning radius. represents fearlessness when maneuvering and contributes greatly to evasion.
>Engineering: this skill lets pilots fine-tune and further customize their frames as well as mitigating effects of critical damage. It represents technical knowledge and its application to the bond between pilot and frame.

My setting is ww2 tech level (picrel: sketch of hs129 transformable mecha) so no ECM. If there was, it would go under engineering.

I reject the idea that mecha skills/attributes= pilot skills attributes. Better to have thos separate imo. You wanna have a big lad pilot a p51 with twin longswords? Sure! Nerdy guy in an FW 190 interceptor with custom miniguns? Sounds interesting. Cool leader type using a b-17 loaded up with drones as his battle charriot? Badass!
>>
>>96700410
In my system dodging is stronger but it costs action economy. Blocking is free but you can only do it against attacks that come from the side protected by your shield. The shield also takes damage. I'm hoping this leads to fun gameplay but I have yet to test it.
>>
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Trying to decide how to equip my first team of mechs for Mobile Arms. So far the team is comprised of
>Medium stealth mech outfitted with a shoulder mounted railgun, targetting array to shoot at mechs through walls and a personal AI to help assure the shot lands, and is piloted by a gunner specialist
>Medium mech with a beam rifle and a chaingun. Both are outfitted with special ammunition that should tag enemy mechs so the railgun mech can lock onto them. Has a free hand so he could feasibly punch and fuck with any mechs that close in on him. Piloted by a heavy weapon specialist

I'm pretty sure I want the 3rd and final member/pilot to be a spotter of some kind (pic related) that works in tandem with the sniper but my question is; what sounds like it'd be a cooler addition to the team mech wise?
>Medium frontline/overwatch mech, outfitted with dual auto rifles loaded with tungsten rounds so it can lay some hurt down while spotting or running objectives
or
>Roller-blading light mech outfitted for melee; wrist mounted gigascalpel, a free hand for punching and a module unit so the mech is followed around by a little gun drone buddy
>>
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Anybody else looking at the Wares Blade stuff? Nothing major but this little sampler looks interesting.
>>
>>96756000
Got my email with it but haven't had a chance to look into it yet
>>
Coming soon to a Heavy Gear near you
>>
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>>96756915
St Vincent era landship right?
>>
>>96756931
No, the St. Vincent art is on hold until a later date due to the guy who was doing it running into IRL issues. This is a Tornado-class cruiser from the 1930s.
>>
>>96756915
Time for a little "jumping onto White Base"
>>
>>96756915
Oooooooooooooh
>>
>>96756915
Man I love landships.
>>
>>96756000

Looks interesting
>>
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Anyone have more art and images of spike guns/pile bunkers/whatever else they're called? It's difficult to find anything since it's all spread out over a dozen different terms
>>
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>>96759629
Well, here's one.
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>>96760216
And here's another.
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>>96759629
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>>96657617
I've been playing for a bit with my group. It's overall quite solid. Giving the PCs some extra starting HP or a bonus Module can help in terms of making things less lethal and more fun, respectively.
One thing that has come up is how armor ends up handled for enemies, and just enemy scaling as a whole. The players having access to Weapon Qualities in order to dish out more damage ends up being pretty important. There are a handful of extremely good and borderline useless qualities, but most of them are solid.

If you're just running one-shots though, it probably isn't as big of a deal. I could see level 3 being a nice spot for a one shot. Multiple modules, solid HP values, and you could start each PC with a Quality weapon to help further customize.

There is also the Mission Manual which has some more options and variant rules, but my group didn't end up using that initially. Mobility can also be something of a god stat unless you include enemies that target different attributes, or change the statblocks to do so.
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>>96760557
I have a question about The Mecha Hack.

To hit your opponent, you roll under your Attack number... And to avoid being hit by your opponent, you roll under your Defense number...

So then, in such a system, it really doesn't matter how good or bad your opponent is, right? It's all you rolling against your own numbers, after all...
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>>96761855
That is correct. NPC mechs don't really have stats.
What does matter in terms of opponents is that some of them have armor/shields which just reduce damage, and others can make multiple attacks or deal heftier amounts of damage in order to help keep things more dangerous. I think the Mission Manual also mixes things up more with enemies that impose disadvantage on some rolls to represent evasive flight or stealth systems and the like.

It's also the attack the enemy uses which determines what attribute you roll. So for example, an enemy might have homing rockets that are a Systems roll to avoid instead of Mobility. In some cases I don't think they went far enough with that, where there are quite a few enemies that lack alternate attack modes, but generally the GM just has to double-check that when putting an encounter together.
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Is there a TTRPG where all players control a single giant robot? (Or one where multiple robots piloted by the players can combine into one, that's fine too)
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>>96763151
Mekton Z can do that.
(Although its rules for such things are not as well thought-out as they could be.)

Sadly, the Power Rangers RPG totally dropped the ball on their giant robot rules. They suck, are woefully unsatisfying, and frankly incomplete.
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>>96764559
>(Although its rules for such things are not as well thought-out as they could be.)
What's missing/faulty?
Also, thank you.
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>>96765737
The problem Mekton has (and most systems that would try to replicate such a thing) is that you're supposed to cycle who has control over the machine every round. Which means a lot of people just waiting around. The alternatives are breaking action economy by giving it multiple "turns" per round or a shitload of actions on their turn.
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>>96765756
So each round the machine is controlled entirely by one player instead of having players assigned in one or more particular functions? (eg: arms for punching, huge laser cannon, missiles etc...)
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>>96756000
I've taken a look at it. It seems pretty solid overall although from what I've gathered from Discord comments there's a handful of errors that slipped through (check the starter Word-Caster packages for example, they forgot to list the skills for each one)
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>>96765737
The rules for combining mecha are fairly simple, but something of a flaw (or at least complication) emerges in the idea of the "damage map"—basically, how your the damage your combiner suffers translates to damage the component machine(s) might suffer. It's an inelegant mechanic, but perhaps necessarily so.

>>96765756
Mekton doesn't say that. In fact, pages 49–50 of Mekton Z+ has several different rules options for how to handle multiple crewmembers. In fact, re-reading it, the rules are more comprehensive than I initially remembered.

>>96765824
Nah. I mean, that's an option, but it's not what I'd recommend.
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>>96769703
>not what I'd recommend.
What would you recommend/How would you go about it?
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>>96769786
I'd recommend a specific mechanic that reflects the flavor or mecha your group is piloting.

If you're emulating Super Sentai/Power Rangers, you'll notice that all the rangers tend of synchronize their movements for a lot of robot actions. Working out a method that makes "the whole greater than the sum of its parts" would be good approach.
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>>96771883
Like... maybe... hmmm... I could imagine something like this:

When the Rangers are piloting the combined Megazord, you average all their skills. Average everyone's Offense to get one value, average everyone's Defense to get one value, etc. And thennnnn add some modifier, like...

Mmmmmaybe each member of the team adds +1 to the average? So a 5-Ranger crew would add +5 to all those averages? No wait, that's too powerful, you need diminishing returns. And you can't count the first Ranger. So perhaps every doubling of Rangers adds one to the averaged Skill:

1 Ranger = normal skills
2 Rangers = averaged skills, +1
3-4 Rangers = averaged skills, +2
5–8 Rangers = averaged skills, +3

Something like that, maybe. So if you've got less than the full crew complement, you'll have less of a bonus to offset the averaging?

I dunno. Just turning this over in my head.
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>>96776926
You could potentially use the best skill from each pilot instead. And if two people are tied for the best, then you could apply a bonus if at least two people are tied for a skill. Then there's a more natural incentive to have a big crew, since everyone has different skills, and even if there's overlap, that means more bonuses.

Could also just use the two highest instead, depending on how skills are calculated.
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>>96777578
Totally true. That's one of the options mentioned in Mekton Z+ as well. Well, except for the bonus for multiple characters with matching skill levels. Good idea!
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https://x.com/tankhead_mecha/status/1979191604901445967
dunno if I should take this over to /m/ but this is a thing soon supposedly.
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>>96779146
>>96779158
Those look sick. What's the general height / comparable grade?
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>>96779261
Havent a clue man, sorry. Just something that popped up in my feed.
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>>96779266
All good, Just curious if these could be used as minis or not. Likely they're too big.
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>>96779158
>>96779274
These pictured ones are someone's personal kitbashes and aren't the actual models.
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>>96752387
For your setup, probably go with the medium frame. Your light frame isn't terrible but I think melee light frames need to be run with another melee frame of some kind since they run the risk of getting one shot on the way there + don't pack the same punch bigger frames can with their upgrades. Also with your team setup, having your spotter die will severely compromise your rail gunner, and they WILL die when when the light frame inevitably gets merc'd and then the pilot ejects at the feet of whoever they were slapping around.

The medium mech will likely be in cover (and not within slapping distance of an enemy mech) which gives the pilot a chance to eject and keep playing spotter for your team.
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mazinpocalypse
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>>96787256
Moringer Z and Offrodai A!
These are good units in Soaper Robert Wars



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