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  • File :1237831329.jpg-(163 KB, 800x600, Unit Card Proof of Concept.jpg)
    163 KB Anonymous 03/23/09(Mon)14:02 No.4061081  
    You may remember a thread, now archived, about a plan to fix the flaws with Mekton Zeta's combat system.

    It is done.

    I come bearing a nearly complete set of wargame rules for you, based off the RPG system Mekton.

    The attached image is a crude mockup of a unit card, similar to Warmachine or Battletech, for the game. It allows ammunition and health tracking with ease.

    The game is centred on hex-based movement, opposed d10 rolls and simple beer-and-pretzels gameplay.

    The rules are pretty much complete, and the next part is writing up a set of unit cards (conversions from Mekton Zeta stat sheets which bring units in line with the changes to the system.)

    Have a look at the rules, downloadable here:

    http://www.mediafire.com/?ny35j3q2nd5

    And see what you think.

    I am pretty sure I haven't missed anything - if I have, point it out. The reason there aren't any of the "advanced" rules is because those sorts of things work better as on-card per unit rulings rather than global rules.

    Also, don't be put off by the PAGE FIVE parody - it's a joke is all. The name is a result of the homebrew setting I used for a failed Mekton game, which prompted these houserules.
    >> Anonymous 03/23/09(Mon)14:05 No.4061107
    >>4061081
    Now why would someone put all that firepower on the right side of the armor? Wouldn't it sag to the right or something?
    Wouldn't want to see that thing fire all its weapons at once, it'd be embarrassing.
    >> Anonymous 03/23/09(Mon)14:07 No.4061115
    >>4061107
    Forgive the picture, it was the only one I had that had both rockets and a gun that looked like a flamer on one arm.

    And I'm not sure how much recoil a flamethrower would actually produce, given it fires for bursts of one or two seconds at a time.
    >> Anonymous 03/23/09(Mon)14:08 No.4061131
    >>4061115
    Whatever, I was just nitpicking because I like being anal about things like this
    even if I'm not sure I know what Im talking about
    >> Anonymous 03/23/09(Mon)14:15 No.4061200
    I'm not very familiar with the original Mekton Zeta. However, I did go through the document you linked - it seems to be a simple, yet solid, system from the basic look of things. Thus, I like it quite a bit; my only concern is that it is a wargame only system which is somewhat limiting.
    Anyway, playtesting it at this point may be beneficial.
    >> Anonymous 03/23/09(Mon)14:16 No.4061211
    Looks interesting
    >> Anonymous 03/23/09(Mon)14:27 No.4061317
         File :1237832864.jpg-(156 KB, 677x700, 1236791454081.jpg)
    156 KB
    >>4061200
    That's basically the idea.

    It's a way of handling mass combat in the game if you just want to rip and tear with some mass-produced grunts, or just an alternative wargame for people who don't like Battletech's or DP9's way of doing things.

    I'm now entering the playtest phase - the first game went really quite well (some bad play on my part meant I had a chainsaw-armed melee mech ripping my battle armour into pieces), and in a couple of weeks I'll be back at university where my gaming club and FLGS will provide testers.

    I'm providing these rules so other people who can provide a critical eye can test them too.

    And also have some pleasing images.
    >> Anonymous 03/23/09(Mon)14:28 No.4061330
         File :1237832938.jpg-(55 KB, 640x480, 1237167682060.jpg)
    55 KB
    >>4061317
    DEAR GOD THAT IS A BAD IMAGE, HAVE ANOTHER ONE.
    >> Anonymous 03/23/09(Mon)14:30 No.4061343
    >>4061317
    The real problem playtesting it here is hex-based combat. It's hard to pull it off on irc or the internet in general. Anyway, many thanks for the system; hope to see those converted unit cards in the future.
    >> Anonymous 03/23/09(Mon)14:33 No.4061359
    >>4061343
    Maptool supports hexes - it's what I use for online Mekton. You can upload Battletech mapsheets and use them.

    Or, get some fa/tg/uys you know in person, print out the rules and do what you can. I'll do "light" unit cards with no artwork in a pack so people can get some playtests on.

    I've found .txt. files are great for this, especially with a "tabbed" version of Notepad like Notepad++
    >> Anonymous 03/23/09(Mon)14:39 No.4061422
    >>4061359
    Fair enough. Maybe someone with more experience in Maptool will decide to run a game in the future (although, I did make some pretty bad-ass tokens for it once).
    >> Anonymous 03/23/09(Mon)15:11 No.4061695
    OP reporting in again, I've started out on a series of "lite" unit cards which are just modifiable .txt files with boxes and stats like this:

    Northwood V-A Archer

    Move: 5
    Mass: 33 tons
    Piloting Modifier: -3
    Combat Modifier: -3
    Points Cost: 96

    LOCATIONS:

    Head [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 12
    Damage Boxes [S] [ ] [S]

    Torso [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 12
    Damage Boxes: [ ] [ ] [ ] [ ] [ ] [ ]

    Arms (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 12
    Damage Boxes (L) [W] (R) [W]

    Legs (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 12
    Damage Boxes: (L) [ ] [ ] [ ] [ ] [ ] [ ]
    (R) [ ] [ ] [ ] [ ] [ ] [ ]

    WEAPONS:

    (Left Arm) 60mm Field Gun
    Range: 14
    Damage: 6
    Blast (1)

    (Right Arm) 55mm Minelet Artillery
    Range: 12
    Damage: 2
    Blast (1), Minelet (Strength 2)

    (Right Arm) Rocket Artillery
    Range: 11
    Damage: 10
    Limited Shots (2)

    EQUIPMENT:

    Basic Sensors
    Signal Analyser

    This and the prototype in the OP should give you an idea of what a stat card looks like, so if you want to have a go at making your own units just use Mekton rules for the hull and weapons (all the keywords are mostly just namechanges of Mekton ones, save for Minelet which is custom)

    I'm grabbing food and TV now, and will be back in some hours if this thread is still up to post more stat cards.

    Have fun!
    >> Anonymous 03/23/09(Mon)15:12 No.4061707
         File :1237835557.jpg-(888 KB, 3529x5000, 1237832529744.jpg)
    888 KB
    Forgot my zogging picture.
    >> Anonymous 03/23/09(Mon)17:34 No.4062888
    Have another unit option, this time with melee weapons.

    Northwood IV-M Gladiator

    Move: 5
    Mass: 32 tons
    Piloting Modifier: -2
    Combat Modifier: -2
    Points Cost: 96

    LOCATIONS:

    Head [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes [S] [ ] [S]

    Torso [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes: [ ] [ ] [ ] [ ] [ ] [ ]

    Arms (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes (L) [W] [ ] [W] (R) [W] [ ] [W]

    Legs (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes: (L) [ ] [ ] [ ] [ ] [ ] [ ]
    (R) [ ] [ ] [ ] [ ] [ ] [ ]

    Weapon Mounts (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes (L) [W] (R) [W]

    WEAPONS:

    (Left Arm) Crush Hammer
    Range: Melee
    Damage: 16
    Accuracy: +1

    (Right Arm) Assault Saw
    Range: Melee
    Damage: 3
    Follow-Up, Armour Piercing

    EQUIPMENT:

    Basic Sensors
    Signal Analyser
    >> Anonymous 03/23/09(Mon)17:37 No.4062930
    >>4062888
    And another (converting these is dead easy)

    Northwood VI-F Hurricane

    Move: 5
    Mass: 31 tons
    Piloting Modifier: -3
    Combat Modifier: -3
    Points Cost: 121

    LOCATIONS:

    Head [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes [S] [ ] [S]

    Torso [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes: [ ] [ ] [ ] [ ] [ ] [ ]

    Arms (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes (L) [W] [ ] [ ] [W] (R) [W] [ ] [ ] [W]

    Legs (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes: (L) [ ] [ ] [ ] [ ] [ ] [ ]
    (R) [ ] [ ] [ ] [ ] [ ] [ ]

    Weapon Mounts (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes (L) [W] (R) [W]

    WEAPONS:

    (Left Arm) 70mm Rocket Pod
    Range: 10
    Damage: 2
    Accuracy: +1
    Limited Shots (10)

    (Right Arm) Twin Flak Cannons
    Range: 6
    Damage: 4
    Tracer, Multiple Hit (2)

    MULTIPLE HIT:
    If the unit hits with its initial attack from this weapon,
    its target is hit by a secondary attack. No roll is needed
    for this, and it will hit the same location.

    EQUIPMENT:

    Basic Sensors
    Signal Analyser
    >> Anonymous 03/23/09(Mon)17:44 No.4063016
    >>4062930
    A couple more and there should be enough for some basic playtests.

    Northwood IV-C King Peregrine
    Move: 6
    Mass: 35 tons
    Piloting Modifier: -1
    Combat Modifier: -1
    Points Cost: 157

    LOCATIONS:

    Head [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes [S] [ ] [S]

    Torso [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes: [ ] [ ] [ ] [ ] [ ] [ ]

    Arms (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes (L) [W] [ ] [W] (R) [W] [ ] [W]

    Legs (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes: (L) [ ] [ ] [ ] [ ] [ ] [ ]
    (R) [ ] [ ] [ ] [ ] [ ] [ ]

    Weapon Mounts (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes (L) [W] (R) [W]

    WEAPONS:

    (Left Arm) Rotary Autocannon
    Range: 6
    Damage: 4
    Burst (3)
    Tracer, Cluster OR Armour Piercing, Kinetic

    (Right Arm) Panzerfaust (Missile)
    Range: 11
    Damage: 10
    Limited Shots (5)

    (Right Arm) Twin Flak Cannons
    Range: 6
    Damage: 4
    Tracer, Armour Piercing, Multiple Hit (2)

    MULTIPLE HIT:
    If the unit hits with its initial attack from this weapon, its target is hit by a secondary attack. No roll is needed for this, and it will hit the same location.

    EQUIPMENT:
    Advanced Sensors
    Signal Analyser
    Sensor Jamming (2)/Missile Jamming (2)
    Electronic Warfare Defence (2)
    Area Countermeasures (3)

    AREA COUNTERMEASURES:
    Any unit within the specified number of hexes of the unit with Area Countermeasures gains their benefits.
    >> Anonymous 03/23/09(Mon)17:52 No.4063098
    >>4063016
    One last unit for the moment - six different units is a good number for a "starter box," especially when they offer a variety of special rules.

    Northwood VI-C Aeolus
    Move: 5
    Mass: 37 tons
    Piloting Modifier: -3
    Combat Modifier: -3
    Points Cost: 99

    LOCATIONS:

    Head [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes [S] [ ] [S]

    Torso [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes: [ ] [ ] [ ] [ ] [ ] [ ]

    Arms (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes (L) [W] [ ] [ ] [W] (R) [W] [ ] [ ] [W]

    Legs (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes: (L) [ ] [ ] [ ] [ ] [ ] [ ]
    (R) [ ] [ ] [ ] [ ] [ ] [ ]

    Weapon Mounts (L) [ ] [ ] [ ] (R) [ ] [ ] [ ]
    Armour Grade 2
    Total Armour 6
    Damage Boxes (L) [W] (R) [W]

    WEAPONS:

    (Left Arm) Particle Cannon
    Range: 7
    Damage: 3
    Accuracy: +1
    Burst (4)

    (Right Arm) Autocannon
    Range: 7
    Damage: 5
    Kinetic, Armour Piercing

    (Right Arm) Battle Claw
    Range: Melee
    Damage: 6
    Entangling

    (Right Arm) Pile Bunker
    Range: Melee
    Damage: 3
    Follow-Up, Chain Attack

    CHAIN ATTACK:
    If this unit hits with its Battle Claw attack and entangles the target, it may immediately make a secondary attack using the Pile Bunker, which will automatically hit the same location in the same way as a Multiple Hits weapon. The target may attempt to escape before this secondary attack is resolved.

    EQUIPMENT:
    Basic Sensors
    Signal Analyser
    >> Anonymous 03/23/09(Mon)18:37 No.4063534
    bump
    >> Anonymous 03/23/09(Mon)19:02 No.4063811
         File :1237849329.jpg-(181 KB, 1024x768, Temjin Alpha Army.jpg)
    181 KB
    Suddenly, mechs, thousands of them
    >> Anonymous 03/23/09(Mon)19:14 No.4063961
         File :1237850083.png-(122 KB, 307x400, 1231226701529.png)
    122 KB
    >>4063534
    is there a way to make a SHINING GUNDAM with a Ki Amplifier, Chain Attack, Super Mode, Palm Attack and direct mech control?
    >> Anonymous 03/23/09(Mon)19:29 No.4064079
    >>4063961
    There is in the core RPG rules, but not in this system.

    This is more of a "stompy robots with loads of guns" thing.
    >> Anonymous 03/23/09(Mon)19:37 No.4064147
    >>4064079
    Not my mech system then, if I wanted Battletech I'd play it
    >> Anonymous 03/23/09(Mon)19:40 No.4064172
    >>4064147
    Also "fixing" Metocon by making Btech light is dumb
    >> Anonymous 03/23/09(Mon)19:40 No.4064173
    >>4064147
    Fair enough - this is meant to be a system for people who want faster games of a Front Mission or Armored Core style - still eminently "real robot" but with less complex rules than Battletech (so no heat management or anything.)

    Each to their own.
    >> Anonymous 03/23/09(Mon)19:48 No.4064250
    >>4061081
    OP, I love you.
    >>4064147
    Sometimes I do want Battletech, but sometimes this will work just fine.
    >> Anonymous 03/23/09(Mon)20:02 No.4064401
    >>4064172
    The thing is, you need a "Btech lite" for campaigns that fit in the awkward gap between Heavy Gear's power armour and Battletech's 35-100-ton mechs.

    Your Wanzers/Armored Cores/Mobile Suits.
    >> Anonymous 03/23/09(Mon)20:19 No.4064588
    A bump
    >> NuBlackAnon !!z6ldXGL61Wm 03/23/09(Mon)20:38 No.4064739
    >>4064401
    Most MS are Super robots, but this would be a nice AC/Xambungle style medium robots system, for MS its odd since MS are pretty fast but some have odd weapons like bits or funnels or TRANS AMS
    >> Anonymous 03/23/09(Mon)20:48 No.4064847
    >>4064739
    I was thinking mostly One Year War stuff, where cannons/lasers are the predominant ranged weapons.

    Although I had great success in a campaign with a starship which used funnels as a point defence system.

    Anything that closed in got hit by upwards of 64 remote controlled drones firing rapid-fire laser cannons.

    But you're right, this is more Xabungle/Dougram/Front Mission style.

    The next priority is writing rules for aircraft, to my mind. Making more mech sheets is time-consuming more than hard, but aircraft will need different rules.

    I'm thinking they'll work like normal units, but there will be new "keywords" associated with them like "anti-air" and "air to surface" which counteract vertical range penalties.

    Aircraft in the "stock setting" will be high-tech Ace Combat style ones, armed with nasty missile launchers and energy weapons alongside machine guns and cannons.

    You could quite easily rework these rules into a Gundam wargame if you wanted, though. Funnels would be a low-damage weapon with a high Accuracy and Armour Piercing/Multiple Hits (6) or something - expensive, but deadly.
    >> Yellow Weeaboo Peril 03/23/09(Mon)23:38 No.4066264
         File :1237865916.jpg-(67 KB, 950x632, ar017.jpg)
    67 KB
    >>4061081
    Kudos.
    >> Anonymous 03/24/09(Tue)04:47 No.4068128
    Have a new unit to celebrate the new day.

    Northwood V-S Defender
    Move: 5
    Mass: 31 tons
    Piloting Modifier: -3
    Combat Modifier: -3
    Points Cost: 129

    LOCATIONS:

    Head [ ] [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 16
    Damage Boxes [S] [ ] [S]

    Torso [ ] [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 16
    Damage Boxes: [ ] [ ] [ ] [ ] [ ] [ ]

    Arms (L) [ ] [ ] [ ] [ ] (R) [ ] [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 16
    Damage Boxes (L) [W] (R) [W]

    Legs (L) [ ] [ ] [ ] [ ] (R) [ ] [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 16
    Damage Boxes: (L) [ ] [ ] [ ] [ ] [ ] [ ]
    (R) [ ] [ ] [ ] [ ] [ ] [ ]

    WEAPONS:

    (Left Arm) Flamethrower
    Range: 6
    Damage: 4
    Incendiary, Cluster

    (Left Arm) Light Autocannon
    Range: 6
    Damage: 4
    Tracer, Kinetic

    (Right Arm) Flamethrower
    Range: 6
    Damage: 4
    Incendiary, Cluster

    (Right Arm) Light Autocannon
    Range: 6
    Damage: 4
    Tracer, Kinetic

    EQUIPMENT:
    Basic Sensors
    Signal Analyser
    >> Anonymous 03/24/09(Tue)05:18 No.4068322
    And now something totally ridiculous...

    Gereon BXV2-U Ironman

    Move: 4
    Mass: 46 tons
    Piloting Modifier: -4
    Combat Modifier: -0
    Points Cost: 885

    LOCATIONS:

    Head [ ] [ ] [ ] [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 24
    Damage Boxes [S] [ ] [S]

    Torso [ ] [ ] [ ] [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 24
    Damage Boxes: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

    Arms (L) [ ] [ ] [ ] [ ] [ ] [ ] (R) [ ] [ ] [ ] [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 24
    Damage Boxes (L) [W] [ ] [W] (R) [W] [ ] [W]

    Legs (L) [ ] [ ] [ ] [ ] [ ] [ ] (R) [ ] [ ] [ ] [ ] [ ] [ ]
    Armour Grade 4
    Total Armour 24
    Damage Boxes: (L) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
    (R) [ ] [ ] [ ] [ ] [ ] [ ] [ ]

    WEAPONS:

    (Left Arm) Howitzer
    Range: 4
    Damage: 20
    Accuracy: -2
    Incendiary, Blast (2), Cluster, Kinetic

    (Left Arm) Twin Flamers
    Range: 6
    Damage: 4
    Incendiary, Cluster, Multiple Hits (2)

    (Right Arm) Wrecking Ball
    Range: Melee
    Damage: 20

    (Right Arm) Twin Field Guns
    Range: 5
    Damage: 12
    Armour Piercing, Blast (2), Cluster

    EQUIPMENT:

    Advanced Sensors
    Resolution Intensifiers (4)
    Magnetic Resonance Lens/Gravity Lens
    Signal Analyser



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