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Stars Without Number: The High and the Mighty
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== Mecha == *Mecha have double hit points. *Suit mechs must be custom-fitted to the user, and are not interchangeable. *Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs. *Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50. *The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit. *Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like. *A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit. *The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech. *The pilot's Exosuit skill subtracts from the mech's Armor Class. *Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech's sidearm. You can swap out your sidearm during downtime or with a check. *A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down. *A mech's ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better. *Melee attacks made by mechs use the pilot's strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot's attributes, because mechs are hella strong. === Mecha Critical Hits === *Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech) *'''On a Critical Hit''', first determine whether the hit dealt any damage after applying the target's armor. If the hit dealt no damage, reduce the target mech's armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6: **1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1. **2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced. **3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech's ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced. **4: Systems Damage. Roll 1d4. ***1: Power Fluctuation. The mech loses its next action. ***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. ***3: Power Drain. The mech's energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example. ***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. **5: Electronics Damage. Roll 1d4. ***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available. ***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable. ***3: Comms Down: The mech loses access to its communications suite. ***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be ''really bad.'' **6: Pilot Damage. Roll 1d4. ***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly. ***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments. ***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit. ***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required. *Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1. === Mecha Movement === Mechs have halved movement rates, but I think you're miscalculating how far that comes out to. A shock suit has Speed 4. You multiply that by 10 meters to figure out their normal combat move, which is 40. Compare that to the [I]20[/I] that an un-enmeched* infantry moves. So, we divide your 40 meters in two to get 20 meters. Hexes are two meters. So you can move 10 hexes. 20 if you give up your action, or have the Melee skill to charge and choose to do so. Normal characters move 5 hexes, or 10 if they run or charge. So! Shock and Psi suits move up to 10 hexes. Specialist suits move up to 15.
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