
In Mechastellar I want it to be fast and easy to design your own suit. The ruleset can be used for Campaigns / RPGs or skirmish type tabletop Wargaming. For a Campaign it’s ideal to make enemy creation easy on the GM, the same can be said for Wargaming when developing your forces. Everyone suit with the same basic rules; then we customize them with their Combat Roles and Suit Types and then weaponry and equipment. Below you’ll find the basic rules.
Mecha
A mech has five major components. Frame, Performance, Pilot, Weaponry & Equipment.
- Frame level determines Hull Points (HP), Equipment (EQ), Output (Actions) and Armor Save (ARM)
- Hull Points (HP) – 200 x your Frame Level
- Level 1 Suit has 200 HP, Level 3 has 600 HP
- Indomitable type frames have +300 HP
- Equipment (EQ) – 1 bonus piece of equipment per level. Base 4 Slots.
- Level 1 suit has 5 slots for equipment
- Level 3 suits has 7 slots of equipment
- A Mobile Suit can take an extra piece of equipment for +2 Weight (WT)
- WT = -1 Move and Evade
- Heavy Arms type frames have +3 to EQ
- Output (AP) – You have 2 Action Point per level to fire Weapons
- Level 1 suit has 2 Action Point per turn, a Level 3 suit has 6 AP
- Note: Some weapons require multiple Action Points
- Note: Spend extra AP for +1” Move on your turn
- Assault type frames have +3 AP
- Armor Save (ARM Sv)
- Your Armor Save starts at 8+ and goes down by 1 each Frame Level
- Level 1 – 7+, Level 2 – 6+, Level 3 – 5+, Level 4 – 4+, Level 5 – 3+ Save
- Roll this number or better on a d8 to negate damage each time you’re hit
- Penetrating weapons modify armor. A PEN 2 takes your 3+ to a 5+
- Sensors – 5 + Frame Level
- Scouting & Ambushing units cannot setup w/in your Sensors range
- Hull Points (HP) – 200 x your Frame Level
- Performance level determines Attack & Mobility
- Attack (R.ATK & C.ATK)
- Attack is split between Ranged Attack and Close Attack
- Attack bonus is equal to your Performance plus bonuses.
- Add this number to your d20 to see if you hit
- D20 + ATK >= EVADE in order to hit!
- M.ATK is for any melee attack OR a Ranged weapon used to attack a charging unit
- e.g. Using a Machine gun burst right before the enemy charges
- Add this number to your d20 to see if you hit
- Mobility (EVADE & Mv)
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- EVADE is equal to 10 + Performance + bonuses.
- Movement (Mv) is equal to 3 + your Performance plus bonuses.
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- Combat Role – Choose a Role to boost your Performance
- Gunner – +5 Ranged Attack (R.ATK), +5 Sensors, +1 AP
- Battler – +5 Melee Attack (M.ATK) +4 MOVE
- Hi-Mobility – +5 to Movement and +3 Evade
- Versatile – +3 to RATK, M.ATK, +3 Move
- Attack (R.ATK & C.ATK)
Nothing is complete without an Example. For this one we’ll use an iconic Mecha from the world’s most popular Real Robots show.
Zaku II
Frame LVL 1
HP 200 EQ 4 Output: 1 AP ARM Save: 7+ Sensors: 6″
Performance LVL 2 – Versatile and WT 2
Ranged Attack +5 Melee Attack +5 EVADE 14 (15 +1 -2) Move 7″ (5 +1 +3 -2)
Pretty quick right? Next post we’ll talk weapons and equipment.
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