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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:
>>97092391

Question of the Thread:
Should mecha have hands? Should the hands be humanlike? If they shouldn't have hands, what should they have? If no hands, why even have arms?

Thread Theme:
https://www.youtube.com/watch?v=nBvViQnjRk4
>>
morning

>tq
yes in some settings, I enjoy picking up things in battletech to swing around as clubs. picking up giant guns in mecha shows always gets me hard.

humanlike, idk, probably depends on the scale
>>
>>97226240
Yes, hands are the most useful part of a mecha. Realistically a fighting vehicles would be more likely to have hands than feet
>>
Are there any Heavy Gears converted to Mekton II/Zeta/Zeta+?
>>
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>>97226240
They should have hands and be humanlike, but barring that, should take on an animal form so you can at least keep the cool factor without going all walking trashcan with it.
>>
>>97226240
>Should mecha have hands? Should the hands be humanlike?
Why are you making a humanoid robot if you're not going to use one of the main advantages of the human body? Like what are you doing at that point man??
>>
the unironic tank on legs is the dumbest mecha things possible.
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MECTech check

In a casual guy and I’m designing my weapons from a game-y mechanics perspective rather than any amount of realism.

>for context, Mechs can move(usually)3 spaces + 2 if they ‘dash’
>guns have a base range(example - 7) and a maximum range(2 or 3times the base range)
>every multiple over your base range that you shoot, you gain stacking disadvantage to accuracy
>long range rifle-type guns have a range of 8(24)
>mid range full auto rifles/machine guns have a range of 6(12 or 18)
>handguns have a range of 5(usually 10 or 15)

>all melee weapons have a range of 1
>all melee weapons get an automatic level of advantage to hit, making them more accurate
>most melee weapons also have a secondary effect on hit like knock down or grapple

Now the issue isn’t don’t know how to design shotguns to have their own niche. So far my ideas are…
>range 2 or 3(4 or 6) to make them just slightly more ranged than melee, yet clearly shorter ranged than any other fun
>a level of advantage to hit, like melee weapons
>overall higher damage than melee weapons, in exchange for not having any secondary effects
>very low part destruction potential, compared to melee weapons

It would make the shotgun the choice for people who only care about raw damage in close range, rather than any amount of utility or the extra support from potentially having a shield. Any traits I should consider or reconsider? There’s no strict weapon categories in my system but I’m designing from the perspective of the main weapon types being: melee, handguns, shotguns, machine guns, and sniper rifles.



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