Due to issues with fake accounts being created all account creation is now managed by the Systems Operator and Manager of the D6 Holocron. If you wish to have an account created at all please be sure to E-mail bsdoblivion@d6holocron.com with your requested alias. (((>*.*<)))
Difference between revisions of "User:Kurst/Crossover:Mekton"
m (→Algolian Weapons) |
(→Tammis "Shootingstar" Veric) |
||
(45 intermediate revisions by the same user not shown) | |||
Line 32: | Line 32: | ||
'''Lifeforms:''' Beachmaster Crab (small size, dangerous), Fenris (small size), Floater (medium size, dangerous), Fog Hunter (huge size, dangerous), Grey Hunter (large size, dangerous), Gunfark (huge, dangerous), Hidemouse (very small), Icecat (very large, dangerous), Kicklizard (very large, dangerous), Kregor Dragon (huge, dangerous), Leaper (large), Ookloo (small), Pattern Cat (medium, dangerous), Runner (medium), Screamer (large, dangerous), Solvers (very small), Songlizard (very small), Speeders (small to large), Uru Killer (huge, dangerous), Whistlemouse (very small)<br> | '''Lifeforms:''' Beachmaster Crab (small size, dangerous), Fenris (small size), Floater (medium size, dangerous), Fog Hunter (huge size, dangerous), Grey Hunter (large size, dangerous), Gunfark (huge, dangerous), Hidemouse (very small), Icecat (very large, dangerous), Kicklizard (very large, dangerous), Kregor Dragon (huge, dangerous), Leaper (large), Ookloo (small), Pattern Cat (medium, dangerous), Runner (medium), Screamer (large, dangerous), Solvers (very small), Songlizard (very small), Speeders (small to large), Uru Killer (huge, dangerous), Whistlemouse (very small)<br> | ||
'''Plantlife:''' Alpine, Breadleaf, Deathgrass, etc.<br> | '''Plantlife:''' Alpine, Breadleaf, Deathgrass, etc.<br> | ||
− | '''Starport:''' Limited Services<br> | + | '''Starport:''' Limited Services - a few launch facilities and landing spots for orbital shuttles.<br> |
'''Points of Interest:''' the Black Tower, the Citadel, the Crystal Palace, the Crystal Sea, Falls of Arcady, Fiora, Imperial Tactical Academy, University of Koriel<br> | '''Points of Interest:''' the Black Tower, the Citadel, the Crystal Palace, the Crystal Sea, Falls of Arcady, Fiora, Imperial Tactical Academy, University of Koriel<br> | ||
'''Population:''' ?<br> | '''Population:''' ?<br> | ||
'''Planet Function:''' Abandoned Colony<br> | '''Planet Function:''' Abandoned Colony<br> | ||
'''Official Language:''' Basic<br> | '''Official Language:''' Basic<br> | ||
− | '''Government:''' Competing States (federal monarcy, alliances, theocracy, dictatorship)<br> | + | '''Government:''' Competing States & Factions (federal monarcy, alliances, theocracy, dictatorship)<br> |
− | '''Major Cities:''' Elara: Andor, Kandar, Koriel, Loriel, Arcol, Arcadia, Mishtar, Tandar | + | '''Major Cities:''' |
− | '''Tech Level:''' 7 | + | : Elara: Andor, Kandar, Koriel, Loriel, Arcol, Arcadia, Mishtar, Tandar |
+ | : Archipelago: Kalia, Kondur | ||
+ | : Muria: Attikar, Kallicar, Mirion, Selinir | ||
+ | : Karga: Kargol, Bendak, Korthad, Kimir, Kerriss, Kardak, Tarkas (practically all major cities in Elara and Karga are heavily forified arcologies)<br> | ||
+ | '''Tech Level:''' 7 (beginning to develop interplanetary travel)<br> | ||
'''System:''' Algol system<br> | '''System:''' Algol system<br> | ||
: '''Suns:''' 4 - Algol (blue giant), Minbar (yellow star), Kobol (red dwarf), the Dark Companion (dark star)<br> | : '''Suns:''' 4 - Algol (blue giant), Minbar (yellow star), Kobol (red dwarf), the Dark Companion (dark star)<br> | ||
Line 53: | Line 57: | ||
'''Region of Space:''' unknown<br> | '''Region of Space:''' unknown<br> | ||
− | Algol is a temperate waterworld, currently passing through an Ice Age. Although there are number of larger continents, there is comparatiely little arable land, and what exists | + | Algol is a temperate waterworld, currently passing through an Ice Age. Although there are number of larger continents, there is comparatiely little arable land, and what exists is threatened by the glacial ice masses. The Ice is only held at bay by a number of immense orbital solar arrays that reflect additinal light to the planet, creating an artificial greenhouse effect to warm the planet. |
− | === | + | == House Rules == |
− | ==== | + | === Skills === |
− | + | {| | |
+ | | align="left" valign="top"| '''Dexterity''' | ||
+ | * ''Archaic Ranged Weapons'' | ||
+ | * [[Brawling Parry|Brawling Defense]] | ||
+ | * [[Dodge]] | ||
+ | * ''Firearms'' | ||
+ | * ''Heavy Weapons'' | ||
+ | * ''Melee Combat'' | ||
+ | * [[Pick Pocket]] | ||
+ | * [[Running]] | ||
+ | * ''Throwing'' | ||
+ | | align="left" valign="top"| '''Knowledge''' | ||
+ | * ''Attractiveness'' | ||
+ | * [[Bureaucracy]] | ||
+ | * ''Design'' [specific] (A) | ||
+ | * ''Interview/Interrogation'' | ||
+ | * [[Scholar]] [specific] (S) | ||
+ | * ''Social'' | ||
+ | * [[Streetwise]] | ||
+ | * [[Survival]] | ||
+ | * [[Tactics]] | ||
+ | * [[Willpower]] | ||
+ | | align="left" valign="top"| '''Mechanical''' | ||
+ | * ''Aircraft/Shuttle Piloting'' | ||
+ | * ''Astrogation'' | ||
+ | * ''[[Communications]]'' | ||
+ | * ''Driving'' | ||
+ | * ''Mecha Fighting'' | ||
+ | * ''Mecha Gunnery'' | ||
+ | * ''Mecha Melee'' | ||
+ | * ''Mecha Missiles'' | ||
+ | * ''Mecha Piloting'' | ||
+ | * [[Sensors]] | ||
+ | | align="left" valign="top"| '''Perception''' | ||
+ | * [[Bargain]] | ||
+ | * [[Beast Riding]] | ||
+ | * [[Con]] | ||
+ | * [[Gambling]] | ||
+ | * ''Hobby'' [specific] (S) | ||
+ | * ''[[Command|Leadership]]'' | ||
+ | * [[Persuasion]] | ||
+ | * ''Stealth'' | ||
+ | * ''Teaching'' | ||
+ | | align="left" valign="top"| '''Strength''' | ||
+ | * ''Athletics'' | ||
+ | * [[Brawling]] | ||
+ | * [[Lifting]] | ||
+ | * [[Stamina]] | ||
+ | * [[Swimming]] | ||
+ | | align="left" valign="top"| '''Technical''' | ||
+ | * [[Computer Programming/Repair]] | ||
+ | * [[Demolitions]] | ||
+ | * ''First Aid'' | ||
+ | * [[Security.|Locksmith]] | ||
+ | * ''Mecha Repair'' | ||
+ | * [[Medicine]] (A) | ||
+ | * ''Repair'' [specific] | ||
+ | |} | ||
− | + | {| | |
− | + | | align="left" valign="top"|'''Aircraft/Shuttle Piloting''' | |
− | + | : This skill is used to pilot all kinds of aircraft and space transports that do not use mecha-controls. It can be used for an aircraft/shuttle dodge — a "reaction skill" — to avoid enemy fire. | |
+ | | align="left" valign="top"|'''Archaic Ranged Weapons''' | ||
+ | : This is a "ranged combat" skill that covers the use of all out of date ranged weapons that are not thrown. Examples are bows, crossbows, flintlock pistols, etc. | ||
+ | | align="left" valign="top"|'''Astrogation''' | ||
+ | : A skill to plot courses and trajectories of objects in space, including planets, moons and space ships, under consideration of interacting gravity fields. | ||
+ | |- | ||
+ | | align="left" valign="top"|'''Athletics''' | ||
+ | : This skill is required for balancing, jumping, climbing and similar activities requiring strength and advanced coordination. This includes the SW [[Climbing/Jumping]] skill. | ||
+ | | align="left" valign="top"|'''Attractiveness''' | ||
+ | : The skill for proper hair styling, grooming, make-up, right clothes to wear, and how to look cool, in order to maximize the physical appearance and improve chances of social interactions like Bargaining, Con, Persuasion, etc. | ||
+ | | align="left" valign="top"|'''Communications''' | ||
+ | : Also includes techniques of ECM and ECCM (Electronic Counter Measures // Electronic Counter-Counter Measures) | ||
+ | |- | ||
+ | | align="left" valign="top"|'''Design''' | ||
+ | : Distinct skills to design new equipment that the character has mastered to repair. These are advanced skills based on the respective repair skills. Examples are: Mecha Design, Firearms Design, or Armor Design | ||
+ | | align="left" valign="top"|'''Driving''' | ||
+ | : Covers the operation of wheeled, tracked, and ground effect vehicles that do not use mecha-controls. It can be used as a reaction skill to avoid enemy attacks. | ||
+ | | align="left" valign="top"|'''Firearms''' | ||
+ | : Firearms is the "ranged combat" skill used to fire all kinds of guns, including pistols, rifles, shotguns, gyrojet, sub-machine guns, assault rifles and any other firearms (not archaic guns or heavy weapons) | ||
+ | |- | ||
+ | | align="left" valign="top"|'''First Aid''' | ||
+ | :First aid reflects a character's ability to perform emergency life saving procedures in the field, including the use of trauma equipment | ||
+ | | align="left" valign="top"|'''Heavy Weapons''' | ||
+ | : "Ranged combat" skill for hand held missile and grenade launchers, machine guns and specifically any manually aimed and fired weapon that is mounted on a tripod, or vehicle. | ||
+ | | align="left" valign="top"|'''Hobby''' | ||
+ | : Distinct skills that are usually practiced during "spare" time for a character's own entertainment or to entertain others. Each such skill must be learned independently, but counts as a specialization. | ||
+ | |- | ||
+ | | align="left" valign="top"|'''Interview/Interrogation''' | ||
+ | : The skill to extract information from a subject, by subterfuge, force, threat, or any other means. | ||
+ | | align="left" valign="top"|'''Leadership''' | ||
+ | : Can also be used to give PCs that follow orders a bonus on their initiative rolls. | ||
+ | | align="left" valign="top"|'''Mecha Fighting''' | ||
+ | : Mecha based close combat skill, using the mecha for attack in any way that it is not specifically designed for attack. Or when using unusual combat actions. | ||
+ | |- | ||
+ | | align="left" valign="top"|'''Mecha Gunnery''' | ||
+ | : Mecha based ranged combat skill, using any direct fire weapon, like beam & projectile weapons. | ||
+ | | align="left" valign="top"|'''Mecha Melee''' | ||
+ | : Mecha based close combat skill, using any close combat weapon that is specifically designed as such for the mecha. | ||
+ | | align="left" valign="top"|'''Mecha Missiles''' | ||
+ | : Mecha based ranged combat skill, using indirect fire weapons, like missiles, grenades and rockets. | ||
+ | |- | ||
+ | | align="left" valign="top"|'''Mecha Piloting''' | ||
+ | : The skill needed to pilot all vehicles that use mecha-controls, a system that translates the pilot's body movements to piloting commands. | ||
+ | | align="left" valign="top"|'''Mecha Repair''' | ||
+ | : Building, repairing, modification and maintenance of a mecha. | ||
+ | | align="left" valign="top"|'''Melee Combat''' | ||
+ | : Combination of [[Melee Combat]] and [[Melee Parry]] | ||
+ | |- | ||
+ | | align="left" valign="top"|'''Repair''' | ||
+ | : Distinct skills used to repair and maintain specific kinds of equipment, like melee weapons, firearms, armor, ground vehicles, etc. | ||
+ | | align="left" valign="top"|'''Social''' | ||
+ | : The ability to deal with all kinds of social situations, from small talk and dancing to etiquette and human perception. | ||
+ | | align="left" valign="top"|'''Stealth''' | ||
+ | : [[Sneak]] & [[Hide]] | ||
+ | |- | ||
+ | | align="left" valign="top"|'''Teaching''' | ||
+ | : The ability to impart knowledge and skill to someone else. Players may not teach a skill unless they have a higher skill level than the student. | ||
+ | | align="left" valign="top"|'''Throwing''' | ||
+ | : [[Thrown Weapon]] + [[Grenade]] | ||
+ | |} | ||
− | ==== | + | === Combat === |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==== Autofire Weapons ==== | ==== Autofire Weapons ==== | ||
An automatic weapon fires as many times in a single action as its ''Burst'' value. The weapon uses up that number of ammo of course. | An automatic weapon fires as many times in a single action as its ''Burst'' value. The weapon uses up that number of ammo of course. | ||
− | ; Firing at a single target | + | ; Firing a Burst at a single target |
+ | * When firing a burst reduce the base damage of the weapon by 1 pip, because it is less aimed. | ||
* When firing a burst at a single target, add the ''Burst'' value to the result of the hit-roll. | * When firing a burst at a single target, add the ''Burst'' value to the result of the hit-roll. | ||
* When the target is hit, it takes normal damage for the weapon. | * When the target is hit, it takes normal damage for the weapon. | ||
Line 91: | Line 194: | ||
* and so on... | * and so on... | ||
− | ''Example:'' An Axis terrorist attacks Daric Tallus with his auto-rifle at medium range (Burst: 6, Damage: | + | ''Example:'' An Axis terrorist attacks Daric Tallus with his auto-rifle at medium range (Burst: 6, Accuracy: -1D, Damage: 3D, Skill: 4D). The GM sets the difficulty to 11 because Daric is running directly at him. The goon rolls 4D+6 and gets a total of 18. Daric foolishly does not want to Dodge, so he is hit "by 7". Base damage minus 1 pip, plus one extra hit means that he will receive 3D+2 points of damage (the roll is 14). Darric wears a normal armoured uniform (1D6+1) and has a Strength of 2D+1, so he rolls 3D+2 and gets only a 9 - wounded... |
+ | |||
+ | ; Spraying | ||
+ | : When holding down the trigger to hose down your targets, hoping that if you put enough lead into the air, some of it is bound to hit the target, that is called '''spraying'''. It counts as 3 actions for purposes of additional actions and can only be done once in a round. You can fire as many rounds of ammo by spraying as the ''number of full dice in your skill'' - times the ''Burst'' value of the weapon you are using. Roll 1D for each bullet. A 5+ hits something in the area of the spray, doing normal damage for a single shot of the weapon minus 2pip, because it's not aimed. How the hits are distributed among the target is completely up to the GM, but would usually be distributed as evenly as possible. The GM may also vary the per-bullet-difficulty-to-hit according to denseness of targets and situation. | ||
+ | : This maneuver is also awfully difficult to dodge - it's not possible without hard cover. Instead of adding the cover value to the difficulty, use it as dodge against an attack value of 5 for each bullet without the need of spending actions. A characzer may spend a reaction action to get into cover or increase his cover value though. | ||
+ | : If a target is hit multiple times, calculate damage as above for multple hits for normal bursts. | ||
; Supression Fire | ; Supression Fire | ||
− | When firing for suppression you hold down the trigger and hope that everyone will keep their heads down in order to not be hit | + | : When firing for suppression you hold down the trigger and hope that everyone will keep their heads down in order to not be hit - with a hefty bonus for the violent action involved... |
==== Missile Packs ==== | ==== Missile Packs ==== | ||
Line 102: | Line 210: | ||
'''RoF''' ('''Rate of Fire''') is the maximum number of actions that this weapon can be used for attacking in a single round. | '''RoF''' ('''Rate of Fire''') is the maximum number of actions that this weapon can be used for attacking in a single round. | ||
− | + | ||
+ | === House Rules for Mecha === | ||
==== Vehicle Scaling ==== | ==== Vehicle Scaling ==== | ||
− | Instead of Speeder & Walker scale there is only the | + | Instead of Speeder & Walker scale there is only the Roadstriker scale which replaces both. The Fighter scale is usually called Mekton scale, the Algolian name for all mechas of that approximate size and function. Also there is an additional scale between Mekton and Capital (called Starship) scale, called Corvette scale. The adapted scaling table looks like this: |
{| | {| | ||
! Scale !! Modifier !! Combat Hex Size | ! Scale !! Modifier !! Combat Hex Size | ||
Line 111: | Line 220: | ||
|align="center"| -- || 2m | |align="center"| -- || 2m | ||
|- | |- | ||
− | | | + | | Roadstriker |
|align="center"| 3D || 10m | |align="center"| 3D || 10m | ||
|- | |- | ||
Line 122: | Line 231: | ||
| Starship | | Starship | ||
|align="center"| 12D || 5km | |align="center"| 12D || 5km | ||
+ | |- | ||
+ | | Excessive | ||
+ | |align="center"| ? || ? | ||
+ | |} | ||
+ | |||
+ | ==== Mekton Damage ==== | ||
+ | For the Mecha Crossover I slightly changed the Vehicle Damage rules. The '''Vehicle Damage Result''' is basically calculated as usual: (Damage roll) minus (Hull roll + Armor) | ||
+ | {| | ||
+ | | valign="top" | | ||
+ | {| border="1" | ||
+ | |+ Mecha Damage | ||
+ | ! Vehicle Damage Result !! Effect | ||
+ | |- | ||
+ | |align="center"| 0-3 || Controls ionized <sup>1)</sup> | ||
+ | |- | ||
+ | |align="center"| 4-8 || Lightly damaged | ||
+ | |- | ||
+ | |align="center"| 9-12 || Heavily damaged | ||
+ | |- | ||
+ | |align="center"| 13-15 || Severely damaged | ||
+ | |- | ||
+ | |align="center"| 16+ || Destroyed | ||
+ | |} | ||
+ | {| | ||
+ | | valign="top" | <sup>1)</sup> || -1D all rolls for this and the next round; "freezing" of controls does not apply. | ||
+ | |} | ||
+ | | valign="top" | | ||
+ | {| border="1" | ||
+ | |+ Lightly damaged | ||
+ | ! Roll 1D !! Effect | ||
+ | |- | ||
+ | |align="center"| 1 || -1 Sensor level | ||
+ | |- | ||
+ | |align="center"| 2-3 || -1D Controlls <sup>2)</sup> | ||
+ | |- | ||
+ | |align="center"| 4 || random Weapon damaged <sup>3)</sup> | ||
+ | |- | ||
+ | |align="center"| 5-6 || -1 Move | ||
+ | |} | ||
+ | {| | ||
+ | | valign="top" | <sup>2)</sup> ||when Controlls have already reached zero a -1 Move is appied instead | ||
+ | |- | ||
+ | | valign="top" | <sup>3)</sup> || -1D Fire Control, -1D Damage | ||
+ | |} | ||
+ | | valign="top" | | ||
+ | {| border="1" | ||
+ | |+ Heavily damaged | ||
+ | ! Roll 1D !! Effect | ||
+ | |- | ||
+ | |align="center"| 1 || -2 Sensor levels | ||
+ | |- | ||
+ | |align="center"| 2-3 || -2D Controls <sup>2)</sup> | ||
+ | |- | ||
+ | |align="center"| 4 || random body part destroyed <sup>4)</sup> | ||
+ | |- | ||
+ | |align="center"| 5-6 || -2 Move | ||
+ | |} | ||
+ | {| | ||
+ | | valign="top" | <sup>4)</sup> || arm, leg or head; with all weapons or systems attached to that bodypart | ||
+ | |} | ||
+ | | valign="top" | | ||
+ | {| border="1" | ||
+ | |+ Severely damaged | ||
+ | ! Roll 1D !! Effect | ||
+ | |- | ||
+ | |align="center"| 1-2 || Reactor hit <sup>5)</sup> | ||
+ | |- | ||
+ | |align="center"| 3 || Generator overload <sup>6)</sup> | ||
+ | |- | ||
+ | |align="center"| 4 || All energy based weapons go out of action <sup>7)</sup> | ||
+ | |- | ||
+ | |align="center"| 5 || Structural damage: Hull is reduced by 1D | ||
+ | |- | ||
+ | |align="center"| 6 || Completely immobilized | ||
+ | |} | ||
+ | {| | ||
+ | | valign="top" | <sup>5)</sup> || 1: Mecha destroyed; 2-6: -1D on all rolls (until repaired) | ||
+ | |- | ||
+ | | valign="top" | <sup>6)</sup> || Mecha will explode in 1D rounds | ||
+ | |- | ||
+ | | valign="top" | <sup>7)</sup> || Projectile and Missile weapons still work | ||
+ | |} | ||
|} | |} | ||
Line 173: | Line 364: | ||
'''Move:''' 9/12<br> | '''Move:''' 9/12<br> | ||
'''Special:''' | '''Special:''' | ||
+ | * 12 CP at start of game | ||
+ | * extended families - Ettarans tend to help each other | ||
* Psionics: extremely rare, wild talents only | * Psionics: extremely rare, wild talents only | ||
Line 199: | Line 392: | ||
=== Psionic Powers === | === Psionic Powers === | ||
Each Psionic Power is bought as a skill for the Psi Potential attribute and costs double CP to improve. "Wild Talents" need to invest 2 skill dice to have a single D in one skill, and pay five-times the CP cost to improve psionic skills. | Each Psionic Power is bought as a skill for the Psi Potential attribute and costs double CP to improve. "Wild Talents" need to invest 2 skill dice to have a single D in one skill, and pay five-times the CP cost to improve psionic skills. | ||
+ | |||
+ | ; Fatigue | ||
+ | ... | ||
Line 206: | Line 402: | ||
; Empathy | ; Empathy | ||
− | : '''Range:''' 10m per D | + | : '''Range:''' 10m per D of skill |
: '''Base Difficulties:''' | : '''Base Difficulties:''' | ||
:: Very Easy - how the target feels (very good, bad, in pain, etc.) | :: Very Easy - how the target feels (very good, bad, in pain, etc.) | ||
Line 229: | Line 425: | ||
: '''Range:''' yourself or one other within 25m | : '''Range:''' yourself or one other within 25m | ||
: '''Effect:''' | : '''Effect:''' | ||
− | :: This power can be used to directly resist the effects of another's psionic abilities without fatiguing. If the user is affected by a power where an attrubute roll increases the difficulty of the power, the Psi Block power can be used instead. | + | :: <s>This power can be used to directly resist the effects of another's psionic abilities without fatiguing. If the user is affected by a power where an attrubute roll increases the difficulty of the power, the Psi Block power can be used instead. |
− | :: It can also be used to set up a psionic interference field around one person .. | + | :: It can also be used to set up a psionic interference field around one person that can be kept up and requires a very easy fatigue roll after 2 rounds, an easy fatigue roll after 1 minute, a moderate one after 10 minutes and a difficult one after an hour. Keeping the field up longer results in a Heroic fatigue roll every 8 hours.</s> |
Line 254: | Line 450: | ||
== Operation Rimfire Characters == | == Operation Rimfire Characters == | ||
→ [[User:Kurst/Crossover:Mekton/PCs]] | → [[User:Kurst/Crossover:Mekton/PCs]] | ||
− | === Larani Kynis === | + | {| |
− | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | + | | |
+ | === Larani "Dagger" Kynis === | ||
+ | |- | ||
+ | | valign="top" | | ||
+ | ;Pers.Doc.Lar.Cpt.473 | ||
+ | Captain Kynis is this administrator's choice for Fireflight command. Lt Artis, while having more experience, also has a record of instability in the past. (See:[[#Pers.Doc.Ced.Lt.623]]). Larani is perfect for our needs: an excellent pilot, with competent levels in all the social and diplomatic skills needed for dealing with the public. All records indicate a cool personality that is capable of handling almost any emergency. | ||
+ | |||
+ | Her position as a member of a Kargan noble family has raised questions of her loyalties. I believe that these concerns are unfounded, as her enlistment was forwarded by the Lady Arasaiu (a vocal advocate of Overwatch), not her ambitious father Lord Kynis. In fact, father and daughter seem to be estranged at the moment. | ||
+ | |||
+ | Larani, all in all, seems to be ideally suited for the task of command. Her motivations seem to be above petty vendettas and revenge, so she should be able to keep the others in line | ||
+ | :: -Hav.Com.Rim 2-20 | ||
+ | | style="width: 700px;" | | ||
+ | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | ||
| align="left" valign="top" style="width: 300px;"| | | align="left" valign="top" style="width: 300px;"| | ||
*'''''Character Name:''''' Larani Kynis | *'''''Character Name:''''' Larani Kynis | ||
Line 268: | Line 476: | ||
| [[File:Kynis.1.png]][[File:Kynis.2.png]] | | [[File:Kynis.1.png]][[File:Kynis.2.png]] | ||
|} | |} | ||
− | === | + | |- |
− | + | | | |
+ | === Cedric "Dragon" Artis === | ||
+ | |- | ||
+ | | valign="top" | | ||
+ | ; Pers.Doc.Ced.Lt1.623 | ||
+ | Cedric has served as a loyal and good soldier for seven years, longer than any other squadron member. He has been decorated by the Elaran throne, and surviving Kargan pilots that have faced him in battle call him a "worthy and admirable" opponent. In all, he is a perfect addition to the squadron, and possibly its most valuable member. | ||
− | + | My only hesitation is that, in the past, he was "under observation" at an Elaran hospital after losing a fellow squadron member in an ambush (they were romantically involved). While he was released with a clean bill of health, I still wonder how deeply the loss affected him. I wish I could recommend Cedric as highly as other members of the squadron. But even with his personal problems, it was difficult to chose Larani over him for the commander's spot. But as a second, he should be invaluable. | |
− | |||
− | Larani | ||
:: -Hav.Com.Rim 2-20 | :: -Hav.Com.Rim 2-20 | ||
− | + | | | |
− | + | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | |
− | + | | align="left" valign="top" style="width: 300px;"| | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| border="1" cellpadding="1" cellspacing="1" class="floatright | ||
− | | align="left" valign="top"| | ||
*'''''Character Name:''''' Cedric Artis | *'''''Character Name:''''' Cedric Artis | ||
*'''''Type:''''' Assistant Commander | *'''''Type:''''' Assistant Commander | ||
Line 298: | Line 498: | ||
*'''''General Note:''''' "A loyal and good soldier" | *'''''General Note:''''' "A loyal and good soldier" | ||
*'''''Physical Description:''''' Tall, muscular and sportive. An good looking man with red hair, shot with a discoloured streak. | *'''''Physical Description:''''' Tall, muscular and sportive. An good looking man with red hair, shot with a discoloured streak. | ||
− | | <center>[[File: | + | | <center>[[File:Artis.1.png]][[File:Artis.2.png]]</center> |
|} | |} | ||
+ | |- | ||
+ | | | ||
+ | === Tammis "Comet" Veric === | ||
+ | |- | ||
+ | | valign="top" | | ||
+ | ; Pers.Doc.Tam.Ens.998 | ||
+ | There are those pilots who fly, and there are those who soar. Tammis is definately the latter. His skill in a mekton is truly inspiring to behold; his only problem is that he has a love of flying, not combat. His marksmanship scores were a fraction of his maneuver ratings (but still well above the norm). With this weakness more than made up for by Tharis (See: [[#Pers.Doc.Tha.Ens.733]]), Tammis' piloting skills are something that the rest of the team can learn from. | ||
− | + | Little is known about hispersonal life and I have not had the opportunity to meet him in person. He seems to be the typical "fighter jock", more interested in speed and looking good for the girls than any military glory. He has given several surprisingly good TV interviews, and popular with the general public. At some point in the future, we might want to consider making him an Overwatch spokesman. | |
− | |||
− | |||
− | |||
:: -Hav.Com.Rim 2-20 | :: -Hav.Com.Rim 2-20 | ||
− | + | | | |
− | + | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | |
− | + | | align="left" valign="top" style="width: 300px;"| | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| border="1" cellpadding="1" cellspacing="1" class="floatright | ||
− | | align="left" valign="top"| | ||
*'''''Character Name:''''' Tammis Veric | *'''''Character Name:''''' Tammis Veric | ||
*'''''Type:''''' Flight Tactician | *'''''Type:''''' Flight Tactician | ||
Line 325: | Line 522: | ||
*'''''General Note:''''' "There are many pilots who can fly, but there are some who soar." | *'''''General Note:''''' "There are many pilots who can fly, but there are some who soar." | ||
*'''''Physical Description:''''' A dark skinned, brown haired, slender young man with an air of confidence and his head in the clouds. | *'''''Physical Description:''''' A dark skinned, brown haired, slender young man with an air of confidence and his head in the clouds. | ||
− | | <center>[[File:uaa-logo.gif]]</center> | + | | <center>[[File:uaa-logo.gif]][[File:Veric.2.png]]</center> |
|} | |} | ||
+ | |- | ||
+ | | | ||
+ | |||
+ | === Eiran "Chip" Alestain === | ||
+ | |- | ||
+ | | valign="top" | | ||
+ | ; Pers.Doc.Eir.Ens.475 | ||
+ | I must admit, when I saw this young man's application cross my desk, Ithought it was a joke. By most laws he won't be a legal adult for another year, and the only practical experience that he has is flying practice runs in the mektons on his family's fan carrier. To my surprise, he was granted an interview, and passed with AA status! | ||
− | + | He's also a gifted tech; waiting for the interview to start, he repaired the secretary's vid-phone as well as the guard's watch. Since the interview, he has shown equal brilliance on large and small scale mechanics and electronics. I imagine with a few more years under his belt, he could be one of the finest mekton designers that Algol has produced. | |
− | |||
− | + | His only problem lies in personal communication. Quiet and shy, he is a classic introvert (odd trait for an Ettaran), who relates to machines better than people; he'd rather fix a can opener than talk to a stranger. | |
:: -Hav.Com.Rim 2-20 | :: -Hav.Com.Rim 2-20 | ||
− | + | | | |
− | + | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | |
− | + | | align="left" valign="top" style="width: 300px;"| | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| border="1" cellpadding="1" cellspacing="1" class="floatright | ||
− | | align="left" valign="top"| | ||
*'''''Character Name:''''' Eiran Alestain | *'''''Character Name:''''' Eiran Alestain | ||
*'''''Type:''''' Lead Technician/Piolt | *'''''Type:''''' Lead Technician/Piolt | ||
Line 356: | Line 551: | ||
| <center>[[File:uaa-logo.gif]]</center> | | <center>[[File:uaa-logo.gif]]</center> | ||
|} | |} | ||
− | ==== Pers.Doc. | + | |- |
− | I | + | | |
+ | === "Rose" Laian === | ||
+ | |- | ||
+ | | valign="top" | | ||
+ | ; Pers.Doc.Lai.Lt2.004 | ||
+ | I received the news of a Murian member of the squadron with a great deal of relief. At least the arrogant bastards are helping to protect the new world they created. Compared to the other Murian delegates, Laian is surprisingly normal; no airs of superiority, or insistence that her position be placed above the others. In fact, she requested that her rank be reduced. She felt that it was unfair that she be rewarded because of her birthplace. I hope that more Murians are like her. | ||
− | + | Her piloting skills are passable, but she is going to need practice. Her psionic abilities are remarkable, and may make some other members uncomfortable. But her outgoing and friendly personality should soon allay any fears. | |
− | + | All in all, I like the girl. As far as her skills go, no one outside of Muria is competent to judge her strongest suit. I am sure that she will pull her weight with the rest of the team. | |
− | + | :: -Hav.Vom.Rim 2-20 | |
− | . | + | | |
− | + | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | |
− | . | + | | align="left" valign="top" style="width: 300px;"| |
− | |||
− | . | ||
− | |||
− | |||
− | |||
− | |||
− | {| border="1" cellpadding="1" cellspacing="1" class="floatright | ||
− | | align="left" valign="top"| | ||
*'''''Character Name:''''' Laian | *'''''Character Name:''''' Laian | ||
*'''''Type:''''' Murian Liaison | *'''''Type:''''' Murian Liaison | ||
Line 385: | Line 577: | ||
| <center>[[File:uaa-logo.gif]]</center> | | <center>[[File:uaa-logo.gif]]</center> | ||
|} | |} | ||
+ | |- | ||
+ | | | ||
+ | === Tharis "Archer" Tremaine === | ||
+ | |- | ||
+ | | valign="top" | | ||
+ | ; Pers.Doc.Tha.Ens.733 | ||
+ | I think Tharis' test scores by themselves would earn him a spot on our team. Vever mind all of the other benefits he brings. A perfect 50 on the shooting range with a beam rifle is truly impressive. In addition to skills with mecha-based weaponry, his deadly aim seems to be present in any weapon he handles, from pistol to Aussault Rifle. A 3-year veteran of the Archipelago war, Tharis brings practical combat experience along with his skills. | ||
− | + | In person, he is friendly and surprisingly polite. I wasn't surprised to hear that he was the son of an Elaran Duke, his manners and bearing certainly indicate it. I am surprised that a man of his station is still single. I understand that he joined the military against his father's wishes. If this is true, we might have to pull some sort of political maneuvering to process his application. | |
− | I | + | :: -Hav.Com.Rim 2-20 |
− | + | | | |
− | + | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | |
− | + | | align="left" valign="top" style="width: 300px;"| | |
− | |||
− | :: -Hav. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| border="1" cellpadding="1" cellspacing="1" class="floatright | ||
− | | align="left" valign="top"| | ||
*'''''Character Name:''''' Tharis Tremaine | *'''''Character Name:''''' Tharis Tremaine | ||
*'''''Type:''''' Support Technician / Pilot | *'''''Type:''''' Support Technician / Pilot | ||
Line 416: | Line 601: | ||
| <center>[[File:uaa-logo.gif]]</center> | | <center>[[File:uaa-logo.gif]]</center> | ||
|} | |} | ||
+ | |- | ||
+ | | | ||
+ | === Celine "Heartbreaker" Attara === | ||
+ | |- | ||
+ | | valign="top" | | ||
+ | ; Pers.Doc.Cel.Ens.935 | ||
+ | During the war, Celine would have been laughed out of boot camp. Flamboyant and over-individualistic, she is also the consummate flirt. How she manages to pack so much energy into so small a body is beyond me. | ||
− | + | Her qualifications, however, are unquestioned. Her ability in figuring the complicated equations needed in orbital mechanics is nearly supernatural, and although she has faults, the positives far outweigh the negatives. | |
− | I | + | |
+ | But with a mixed gender crew confined close together for a long period of time, I'm not sure Celine was the wisest choice. Her record lists over 10 "intimate relations" in the course of 15 months. It's possible that her flirtatious nature is only a front, and that in a military situation she will show more restraint than is her "normal" behaviour. Or, she may pick a single lover and "settle down". In either case, we do not need her causing tensions among the male squadron members. | ||
− | + | Somehow, I doubt we'll be so lucky. | |
:: -Hav.Com.Rim 2-20 | :: -Hav.Com.Rim 2-20 | ||
− | + | | | |
− | + | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | |
− | + | | align="left" valign="top" style="width: 300px;"| | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| border="1" cellpadding="1" cellspacing="1" class="floatright | ||
− | | align="left" valign="top"| | ||
*'''''Character Name:''''' Celine Attara | *'''''Character Name:''''' Celine Attara | ||
*'''''Type:''''' Astro-Navigation Expert / Pilot | *'''''Type:''''' Astro-Navigation Expert / Pilot | ||
Line 447: | Line 629: | ||
| <center>[[File:celine_attara.png]]</center> | | <center>[[File:celine_attara.png]]</center> | ||
|} | |} | ||
+ | |- | ||
+ | | | ||
+ | === Daric "Swordsman" Tallus === | ||
+ | |- | ||
+ | | valign="top" | | ||
+ | ; Pers.Doc.Dar.Ens.432 | ||
+ | Daric is an unusual addition to the team, as his area of expertise falls on a personal level. He is one of the nest young hand-to-hand combatants in Karga. Trained by his father, the legendary Duncan Tallus, he has grown up using hands, knives and swords all his life. While the Fireflight squadron is mekton-based, it is foolish to believe that they will be in their suits 24 hours a day. Hopefully, he will teach the others some of his skills, and in return he will learn from them. The squad needs someone like Daric, and I feel that he's the perfect choice. | ||
− | + | On the surface he may appear distant and moody, but he seems to value friendship above all, and I think he will fit in well with the rest of the squadron. He has a quick temper, but I don't foresee any problems with him in the future. He is a good soldier. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
:: -Hav.Com.Rim 2-20 | :: -Hav.Com.Rim 2-20 | ||
− | + | | | |
− | + | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | |
− | + | | align="left" valign="top" style="width: 300px;"| | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| border="1" cellpadding="1" cellspacing="1" class="floatright | ||
− | | align="left" valign="top"| | ||
*'''''Character Name:''''' Daric Tallus | *'''''Character Name:''''' Daric Tallus | ||
*'''''Type:''''' Squadron Melee Tactics / Pilot | *'''''Type:''''' Squadron Melee Tactics / Pilot | ||
Line 482: | Line 653: | ||
| <center>[[File:daric_tallus.png]]</center> | | <center>[[File:daric_tallus.png]]</center> | ||
|} | |} | ||
+ | |- | ||
+ | | | ||
+ | === Karin "Steeleye" Myiian === | ||
+ | |- | ||
+ | | valign="top" | | ||
+ | ; Pers.Doc.Kar.Ens.334 | ||
+ | A highly rated reconnaissance pilot, Karin is one of the best at what she does. Her exploits against the Sharifin rebels (no matter our personal feelings on the matter) is exemplary. | ||
− | + | Her loyalty and ability are unquestioined, but I do have one nagging doubt. A woman of her skills would have gone far on the front lines during the war. So why was she stationed so far from the action? The Kargan delegates say that she was simply more useful where she was. That explanation will have to do for now. | |
− | |||
− | + | Her personality leaves a bit to be desired. Her military bearing never seems to relax; it's her way of life. There might be some friction between Karin and a few of the more "freewheeling" members of the squadron, but I imagine that each can learn something from the other. She seems to respect discipline and skill above all, so I don't think that she will have any problems serving with Elarans. | |
:: -Hav.Com.Rim 2-20 | :: -Hav.Com.Rim 2-20 | ||
− | + | | | |
− | + | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | |
− | + | | align="left" valign="top" style="width: 300px;"| | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| border="1" cellpadding="1" cellspacing="1" class="floatright | ||
− | | align="left" valign="top"| | ||
*'''''Character Name:''''' Karin Myiian | *'''''Character Name:''''' Karin Myiian | ||
*'''''Type:''''' Reconnaissance | *'''''Type:''''' Reconnaissance | ||
Line 515: | Line 679: | ||
| <center>[[File:uaa-logo.gif]]</center> | | <center>[[File:uaa-logo.gif]]</center> | ||
|} | |} | ||
+ | |- | ||
+ | | | ||
+ | === Aleoi "Seagull" Hiarri === | ||
+ | |- | ||
+ | | valign="top" | | ||
+ | ; Pers.Doc.Ale.Ens.523 | ||
+ | At 17, Aleoi is the second youngest recruit to be chosen for this group (it is odd that the two youngest recruits are both Ettaran). There were other, older applicants, but when it came down to it, Aleoi was simply (overall) the best qualified for the position. Her ability to understand and use computers is, in my opinion, amazing. I have yet to see the system that she could not crack, or the computer that could withhold any secrets from her. If we can get her hooked into the Axis mainframe, we'll have them. | ||
− | + | I understand that her frivolous personality belies her skill, but believe me, the skills are there. In all possible tests nad simulations she has had top marks, both as a pilot as well as programmer. Simply put we cannot afford to lose her. | |
− | |||
− | + | Face to face, she seems to be a typical Ettaran teenager, interested in the latest rock music and the lastest film heartthrob. Having recently met the young lady in person, I can say this: Her smile lights up a room better than a hundred halogen lamps. | |
− | |||
− | |||
:: -Hav.Com.Rim 2-20 | :: -Hav.Com.Rim 2-20 | ||
− | + | | | |
− | + | {| border="1" cellpadding="1" cellspacing="1" class="floatright" | |
− | + | | align="left" valign="top" style="width: 300px;"| | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| border="1" cellpadding="1" cellspacing="1" class="floatright | ||
− | | align="left" valign="top"| | ||
*'''''Character Name:''''' Aleoi Hiarri | *'''''Character Name:''''' Aleoi Hiarri | ||
*'''''Type:''''' Computer Technician / Pilot | *'''''Type:''''' Computer Technician / Pilot | ||
Line 546: | Line 705: | ||
| <center>[[File:aleoi_hiarri.png]]</center> | | <center>[[File:aleoi_hiarri.png]]</center> | ||
|} | |} | ||
− | + | |} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Optional: Operation Rimfire Character Generation === | === Optional: Operation Rimfire Character Generation === | ||
; Races allowed | ; Races allowed | ||
Line 850: | Line 990: | ||
|align="right" | 10₢ | |align="right" | 10₢ | ||
|align="center"| 1,F || larger, camp type lantern that can be mounted on a pole and lights a circle of 12m radius | |align="center"| 1,F || larger, camp type lantern that can be mounted on a pole and lights a circle of 12m radius | ||
+ | |- | ||
+ | ! Communication !! Weight !! Cost !! Availability !! Notes | ||
+ | |- | ||
+ | | Military Comlink | ||
+ | |align="right" | .1kg | ||
+ | |align="right" | 50₢ | ||
+ | |align="center"| 2,R || functionally as the [[Military Comlink]] with clip for attaching it to the uniform. | ||
+ | |- | ||
+ | ! Computers !! Weight !! Cost !! Availability !! Notes | ||
+ | |- | ||
+ | | Datapad | ||
+ | |align="right" | .3kg | ||
+ | |align="right" | 300₢ | ||
+ | |align="center"| 1,F || like the standard [[Datapad]] | ||
+ | |- | ||
+ | | Military Datapad | ||
+ | |align="right" | .3kg | ||
+ | |align="right" | 200₢ | ||
+ | |align="center"| 3,R || like the [[Datapad]], but can only be used to access the secure military information network it is keyed for. | ||
|} | |} | ||
== Mektons == | == Mektons == | ||
+ | === Conversion Notes === | ||
{| | {| | ||
|+ Conversion Chart (completely experimental at this stage) | |+ Conversion Chart (completely experimental at this stage) | ||
− | ! MEKTON BODY Classification !! | + | ! MEKTON BODY Classification !! D6 Hull !! // !! MEKTON Armor/<br>Weapon Damage !! D6<br>Armor<sup>1)</sup> !! D6<br>Shield<sup>2)</sup> !! D6<br>Weapon Damage |
+ | |-align="center" | ||
+ | |align="left"|Superlight | ||
+ | |align="left"| 1D || || 1 || 1 || +1 || 2D | ||
+ | |-align="center" | ||
+ | |align="left"| Lightweight | ||
+ | |align="left"| 1D+1 || || 2 || 2 || +2 || 2D+1 | ||
+ | |-align="center" | ||
+ | |align="left"| Striker | ||
+ | |align="left"| 1D+2 || || 3 || 3 || +1D || 2D+2 | ||
+ | |-align="center" | ||
+ | |align="left"| Medium Striker | ||
+ | |align="left"| 2D || || 4 || 4 || +1D+1 || 3D | ||
+ | |-align="center" | ||
+ | |align="left"| Heavy Striker | ||
+ | |align="left"| 2D+1 || || 5 || 5 || +1D+2 || 3D+1 | ||
+ | |-align="center" | ||
+ | |align="left"| Mediumweight | ||
+ | |align="left"| 2D+2 || || 6 || 6 || +2D || 3D+2 | ||
+ | |-align="center" | ||
+ | |align="left"| Light Heavy | ||
+ | |align="left"| 3D || || 7 || 7 || +2D+1 || 4D | ||
+ | |-align="center" | ||
+ | |align="left"| Medium Heavy | ||
+ | |align="left"| 3D+1 || || 8 || 8 || +2D+2 || 4D+1 | ||
+ | |-align="center" | ||
+ | |align="left"| Armored Heavy | ||
+ | |align="left"| 3D+2 || || 9 || 9 || +3D || 4D+2 | ||
+ | |-align="center" | ||
+ | |align="left"| Superheavy | ||
+ | |align="left"| 4D || || 10 || 10 || +3D+1 || 5D | ||
+ | |-align="center" | ||
+ | |align="left"| Megaheavy | ||
+ | |align="left"| 4D+2 || || 11 || 11 || +3D+2 || 5D+1 | ||
+ | |- align="center" | ||
+ | | || || || 12 || 12 || 4D || 5D+2 | ||
+ | |-align="center" | ||
+ | | || || || 13 || 13 || 4D+1 || 6D | ||
+ | |-align="center" | ||
+ | | || || || 14 || 14 || 4D+2 || 6D+1 | ||
+ | |-align="center" | ||
+ | | || || || 15 || 15 || 5D || 6D+2 | ||
+ | |} | ||
+ | <sup>1)</sup> in Crossover Mekton, the Armor is added to the result of the Hull roll, but is reduced when it is hit (normally 1 pt. per hit) | ||
+ | |||
+ | {| | ||
+ | |+ Range conversion | ||
|- | |- | ||
− | + | ! Mekton range !! (min range)-(short range)/(medium range)/(long range) !! aiming difficulty | |
− | |||
|- | |- | ||
− | | | + | |1/4 (rd) || min range || below min range, aiming is ''very difficult'' |
− | | | ||
|- | |- | ||
− | | | + | | x1 || short range || ''easy'' |
− | |||
|- | |- | ||
− | | | + | | x2 || medium range || ''moderate'' |
− | |||
|- | |- | ||
− | | | + | | x8 || long range || ''difficult'' |
− | |||
|- | |- | ||
− | | | + | | Sensor Range || missile indirect fire || ''very difficult'' |
− | | | + | |} |
− | |- | + | |
− | | | + | Movement Conversion... |
− | |align="center"| | + | |
− | |- | + | Mekton (Striker scale MA)... |
− | | | + | |
− | |align="center"| | + | D6... |
− | |- | + | |
− | | | + | {| style = "width: 400px" |
− | |align="center"| | + | |+ Maneuverability // Fire Control (very approximately and still in progress...) |
− | |- | + | ! Mekton Maneuver Value/Accuracy !! D6 Maneuverability !! D6 Fire Control |
− | | | + | |- align = "center" |
− | |align="center"| | + | | -10 || 0 || - |
− | |- | + | |- align = "center" |
− | | | + | | -9 || 0 || - |
− | |align="center"| | + | |- align = "center" |
− | |- | + | | -8 || 0 || - |
− | + | |- align = "center" | |
− | + | | -7 || +1D || - | |
− | |- | + | |- align = "center" |
− | + | | -6 || +1D || - | |
− | + | |- align = "center" | |
− | |- | + | | -5 || +1D || - |
− | + | |- align = "center" | |
− | |align="center"| | + | | -4 || +2D || - |
− | |- | + | |- align = "center" |
− | + | | -3 || +2D || -1D | |
− | |align="center"| | + | |- align = "center" |
+ | | -2 || +2D || -1D | ||
+ | |- align = "center" | ||
+ | | -1 || +3D || +0 | ||
+ | |- align = "center" | ||
+ | | 0 || +3D || +0 | ||
+ | |- align = "center" | ||
+ | | +1 || - || +0 | ||
+ | |- align = "center" | ||
+ | | +2 || - || +1D | ||
+ | |- align = "center" | ||
+ | | +3 || - || +1D | ||
|} | |} | ||
− | + | ||
+ | |||
+ | ; Mecha Costs | ||
+ | : Power Armor scale: unscaled MEKTON cost x500₢ | ||
+ | : Roadstriker scale: unscaled MEKTON cost x 2000₢ | ||
+ | : Mekton scale: MEKTON cost x 10,000₢ | ||
+ | : Corvette scale: unscaled MEKTON cost x 250,000₢ | ||
+ | : Starship scale: unscaled MEKTON cost x 5,000,000₢ | ||
+ | |||
+ | |||
+ | |||
+ | ----- | ||
+ | |||
+ | === Special Rules of Mecha-Combat === | ||
; Burst Weapons | ; Burst Weapons | ||
− | Burst Weapons fire several times in a short succession and all of the | + | Burst Weapons fire several times in a short succession and all of the shots ''may'' hit the target, although it is unlikely. The "''Burst''" value of such weapons acts as a direct bonus to-hit and for every 5 points that the difficulty is exceeded, an additional shot hits and adds +1D damage to the base damage of the weapon. Each hit usually also reduces armor by 1 point. A ''Burst'' value of ∞ means that there is no limit to the number of extra hits that the weapon can score, but there is no to-hit bonus because of shots. Instead, these weapons usually have a high fire-control value. |
+ | |||
− | ; About Armor | + | ; About Mecha Armor |
On Algol force field shields are practically unknown, although experimented with in the military labs. Instead the hulls are lined with reactive armor plating, that adds to the mecha's hull, but is reduced by each hit. That means that the fixed armor rating is added to the Body-roll when rolling vs. damage, but afterwards the armor is reduced by 1 point for the next attack. This makes armor very vulnerable to Autofire attacks, as it is reduced by each "hit". But there are also several types of "refined armor" that will not be reduced by certain amounts of damage, and a type of lesser armor. | On Algol force field shields are practically unknown, although experimented with in the military labs. Instead the hulls are lined with reactive armor plating, that adds to the mecha's hull, but is reduced by each hit. That means that the fixed armor rating is added to the Body-roll when rolling vs. damage, but afterwards the armor is reduced by 1 point for the next attack. This makes armor very vulnerable to Autofire attacks, as it is reduced by each "hit". But there are also several types of "refined armor" that will not be reduced by certain amounts of damage, and a type of lesser armor. | ||
: Ablative Armor: reduced directly by the damage affecting it (a hit of 12 damage reduces the armor by 12 points after the attack) | : Ablative Armor: reduced directly by the damage affecting it (a hit of 12 damage reduces the armor by 12 points after the attack) | ||
− | : α-Armor: not affected by 2D damage and Autofire (it is only reduced by | + | : α-Armor: not affected by 2D damage and Autofire (it is only reduced 1 by for the full burst or volley of an autofire attack) |
: β-Armor: not affected by weapon damage of 2D+1 or below, Autofire, and AP | : β-Armor: not affected by weapon damage of 2D+1 or below, Autofire, and AP | ||
: γ-Armor: not affected by weapon damage of 3D or below, Autofire, and AP | : γ-Armor: not affected by weapon damage of 3D or below, Autofire, and AP | ||
− | ; | + | ; Anti Missile Weapons |
− | : | + | : These systems are designed to shoot down or trigger incoming Missiles as they approach before they hit. They use Mecha Gunnery as a reaction skill vs. the incoming Missile attack roll. The result of the Anti-Missile roll replaces the range difficulty for the incoming missiles, but only if the result is higher than the difficulty. The difficulty for the attacker cannot be reduced this way. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ; | + | ; Blast Radius Weapons |
− | : | + | : For missiles that have a blast radius it is often not important that they hit the target directly because whatever is in the blast radius will take the damege. That does not really make it any easier to aim the missile, but it requires a different way for the targt to avoid the attack. The usual "Dodge" will only avoid the missile itself, but you may still be caught in the blast radius. Therefore it is essential to Move out of the radius when the missile strikes in your area. In this case you can use movement as a reaction skill, but only if you have not moved your full Move yet. When you perform the move action as a reaction, you can move as far as you like, under normal movement rules - if you fail your roll(s) or do not move away enough, you may still be caught in the bast. |
+ | |||
; Cloaking | ; Cloaking | ||
: A very new addition to the combat systems of Algol, it reduces the efficiveness of standard Sensors to detect the cloaked Mecha. The system's efficiency can be further improved by the pilot's ability to use Electronic Warfare (skills). Basic Cloaking offers a -3D penatly to Sensor rolls to detect the unit, but automatically fails once the unit attacks or is hit by an attack. Also successful use of ECCM can reduce or fully negate the cloaking. Once spotted, a mecha's sensors can be adjusted (1 action, moderate sensors roll) to ignore the cloaking. | : A very new addition to the combat systems of Algol, it reduces the efficiveness of standard Sensors to detect the cloaked Mecha. The system's efficiency can be further improved by the pilot's ability to use Electronic Warfare (skills). Basic Cloaking offers a -3D penatly to Sensor rolls to detect the unit, but automatically fails once the unit attacks or is hit by an attack. Also successful use of ECCM can reduce or fully negate the cloaking. Once spotted, a mecha's sensors can be adjusted (1 action, moderate sensors roll) to ignore the cloaking. | ||
+ | |||
+ | |||
+ | ; Ejection Pods/Seats | ||
+ | : When a vehicle is destroyed and it was fitted with an ejection system (a seat ejects the pilot with the seat he sits in, a pod ejects the whole cockpit compartment) the pilot may escape some or all of the damage that the destruction of the vehicle would normally cause. The pilot still has to activate the ejection, but is supported by the efficiency of the ejection system: | ||
+ | {| | ||
+ | ! | ||
+ | : Dex + Efficiency | ||
+ | |- | ||
+ | |align="center"| 1-5 || the ejection system malfunctions and you '''Die''' in the exposion | ||
+ | |- | ||
+ | |align="center"| 6-8 || You are '''Mortally Wounded''' | ||
+ | |- | ||
+ | |align="center"| 9-11 || Your ejection leaves you '''Incapacitated''' | ||
+ | |- | ||
+ | |align="center"| 12-14 || '''Wounded''' - you escape with only minor burns, cuts & bruises | ||
+ | |- | ||
+ | |align="center"| 15+ || you are only '''Stunned''' from the blast and the ejection but basically unharmed | ||
+ | |} | ||
+ | modifiers: | ||
+ | * voluntary ejection: +2D | ||
+ | * powerplant hit: -1D | ||
+ | * cockpit hit: -2D | ||
---------- | ---------- | ||
Line 938: | Line 1,181: | ||
: '''Scale:''' Mekton (50m) | : '''Scale:''' Mekton (50m) | ||
: '''Crew:''' 1 | : '''Crew:''' 1 | ||
− | : '''Control | + | : '''Control:''' ??? |
: '''Move:''' 15 | : '''Move:''' 15 | ||
: '''Sensors''' | : '''Sensors''' | ||
Line 951: | Line 1,194: | ||
:*: ''Anti-Missile Laser'' | :*: ''Anti-Missile Laser'' | ||
:*:: Type: Anti-Missile Gunnery | :*:: Type: Anti-Missile Gunnery | ||
− | :*:: Fire Control: +1D | + | :*:: Fire Control: +1D+1 |
:* Arm mounted: | :* Arm mounted: | ||
:*: ''Hands'' | :*: ''Hands'' | ||
:*:: Type: Melee | :*:: Type: Melee | ||
+ | :*:: Difficulty: Very Easy | ||
:*:: Damage: 2D+1 | :*:: Damage: 2D+1 | ||
:*: ''2 linked Missile Launchers'' | :*: ''2 linked Missile Launchers'' | ||
:*:: Type: Missile | :*:: Type: Missile | ||
− | :*:: Range: | + | :*:: Range: 3-10/20/40 |
− | :*:: Damage: 2D+ | + | :*:: Damage: 2D+1 |
− | :*:: | + | :*:: Shots: 10 missiles each |
:*: ''2 linked Pulse Cannons'' | :*: ''2 linked Pulse Cannons'' | ||
:*:: Type: Gunnery | :*:: Type: Gunnery | ||
− | :*:: Range: | + | :*:: Range: 2-6/12/24 |
:*:: Fire Control: +2D | :*:: Fire Control: +2D | ||
:*:: Damage: 2D, Burst: ∞ | :*:: Damage: 2D, Burst: ∞ | ||
:* Hand held | :* Hand held | ||
:*: ''2 Plasma Swords'' | :*: ''2 Plasma Swords'' | ||
− | :*:: Type: 1-h Melee | + | :*:: Type: 1-h Energy Melee |
:*:: Damage: 4D+1 | :*:: Damage: 4D+1 | ||
:*:: Use: 10 rounds | :*:: Use: 10 rounds | ||
:*: ''Advanced JAC-X Rifle'' | :*: ''Advanced JAC-X Rifle'' | ||
− | :*:: Type: Gunnery | + | :*:: Type: 2-h Gunnery |
− | :*:: Range: | + | :*:: Range: 2-9/18/36 |
:*:: Damage: 3D, Burst: 4 ''or'' 3D+2, AP | :*:: Damage: 3D, Burst: 4 ''or'' 3D+2, AP | ||
:*:: Bursts: 10, AP shots: 2 | :*:: Bursts: 10, AP shots: 2 | ||
Line 979: | Line 1,223: | ||
:* Space-worthy | :* Space-worthy | ||
:* "Red-eye" Control System allows 1 extra action without multi-action penalty. | :* "Red-eye" Control System allows 1 extra action without multi-action penalty. | ||
− | :* ''Variation'': '''IMK-17XC''' is fitted with a Basic Cloaking System (-3D to Sensor operation until attacking or hit) | + | :* ''Variation'': '''IMK-17XC''' is fitted with a Basic Cloaking System (-3D to Sensor operation until attacking or being hit) |
− | After the [[Mekton:Comet|Comet]] had made its spectacular debut, the Kargan Emperor deemed it necessary to deploy a higher profile unit in space. Since the IMK designers were already occupied with the continued mass production of [[Mekton:Raider|Raider]]s, variations of Raiders, and development of the Berserker, more designers had to be sought out. Those members of the design team who had aided in the construction of the Hellwing (who had not already been acquired by Kamas Korrax) were recruited to work on this project, given the necessary facilities to start work, and access to whetever materials and information they required to complete their task. The ultimate result of their work was perhaps one of the most innovative of the Largan massproduced mektons. | + | After the Elaran [[Mekton:Comet|Comet]] had made its spectacular debut, the Kargan Emperor deemed it necessary to deploy a higher profile unit in space. Since the IMK designers were already occupied with the continued mass production of [[Mekton:Raider|Raider]]s, variations of Raiders, and development of the Berserker, more designers had to be sought out. Those members of the design team who had aided in the construction of the Hellwing (who had not already been acquired by Kamas Korrax) were recruited to work on this project, given the necessary facilities to start work, and access to whetever materials and information they required to complete their task. The ultimate result of their work was perhaps one of the most innovative of the Largan massproduced mektons. |
The Shaitan's rifle was based on the model designed for the Hellwing. Power output was increased, but the overall size of the weapon was compressed to facilitate a lesser cloaking cost. Twin pulsed-plasma shoulder cannons were added to be used on strafing runs or for medium range suppression fire. An eight-pack cluster rocket launcher was mounted on the side of each arm for bombing raids on enemy colonies or removal of mine fields. The Shaitan was also outfitted with two standard plasma sabers. | The Shaitan's rifle was based on the model designed for the Hellwing. Power output was increased, but the overall size of the weapon was compressed to facilitate a lesser cloaking cost. Twin pulsed-plasma shoulder cannons were added to be used on strafing runs or for medium range suppression fire. An eight-pack cluster rocket launcher was mounted on the side of each arm for bombing raids on enemy colonies or removal of mine fields. The Shaitan was also outfitted with two standard plasma sabers. | ||
Line 1,000: | Line 1,244: | ||
: '''Crew:''' 1; skeleton: 0 | : '''Crew:''' 1; skeleton: 0 | ||
:: '''Autopilot:''' 1D+1 | :: '''Autopilot:''' 1D+1 | ||
− | ::: ''Mecha Piloting | + | ::: ''Mecha Piloting 2D+1, Construction 2D+1, Mining 2D+1 |
− | : ''' | + | : '''Controls:''' +1D |
− | : '''Move:''' flight: | + | : '''Move:''' flight: 8, ground: 1 |
: '''Sensors:''' | : '''Sensors:''' | ||
:* Passive (front only): pilot's sight | :* Passive (front only): pilot's sight | ||
Line 1,008: | Line 1,252: | ||
:* Focus II: Optical zoom function - pilot's sight +2D | :* Focus II: Optical zoom function - pilot's sight +2D | ||
: '''Body Strength:''' 3D+1 | : '''Body Strength:''' 3D+1 | ||
− | : '''Armor:''' 12 (ablative) | + | :: '''Armor:''' 12 (ablative) |
: '''Weapons:''' | : '''Weapons:''' | ||
:: Right Arm | :: Right Arm | ||
− | ::* '''Hand''' (Easy Melee) | + | ::* '''Hand''' (Very Easy Melee) |
− | ::*: ''Fire Control:'' + | + | ::*: ''Fire Control:'' +1D |
::*: ''Damage:'' 3D+1 | ::*: ''Damage:'' 3D+1 | ||
− | ::* '''75mm Scattershot<sup>1)</sup> Cannon''' (1-h Gunnery) | + | ::* '''75mm Scattershot<sup>1)</sup> Cannon''' (1-h, Gunnery) |
− | ::*: ''Range:'' 1-5/20 | + | ::*: ''Range:'' 1-5/10/20 |
::*: ''Damage:'' 6D+1/4D+1/2D+1 | ::*: ''Damage:'' 6D+1/4D+1/2D+1 | ||
::*: ''Ammo:'' 10 shots | ::*: ''Ammo:'' 10 shots | ||
:: Left Arm | :: Left Arm | ||
− | ::* '''Power-Claw''' ( | + | ::* '''Power-Claw''' (Easy Melee) |
::*: ''Damage:'' 4D+1 | ::*: ''Damage:'' 4D+1 | ||
::* '''Plasma Cutter''' (Moderate Melee) | ::* '''Plasma Cutter''' (Moderate Melee) | ||
Line 1,027: | Line 1,271: | ||
:* Space-worthy | :* Space-worthy | ||
:* Micromanipulators in right arm | :* Micromanipulators in right arm | ||
− | :* Escape Pod | + | :* Escape Pod (+2D efficiency) |
− | :* Damage Control Package (including flares, fire retardant foam for | + | :* Damage Control Package (including flares, fire retardant foam for 500m², a space-liferaft (for 4 people with supplies for 4 days + basic medical supplies), and glue bombs that can seal 200m² of area that have been breached to vacuum) |
:* Built-in Tech Analyser (+2 to Sensor Operation for identification & for repair actions) | :* Built-in Tech Analyser (+2 to Sensor Operation for identification & for repair actions) | ||
The "Otto" is a striker-scale construction mecha, specifically built for space operation. It is completely sealed for space and features a full life support system. The cockpit doubles as escape pod in emergencies. | The "Otto" is a striker-scale construction mecha, specifically built for space operation. It is completely sealed for space and features a full life support system. The cockpit doubles as escape pod in emergencies. |
Latest revision as of 10:32, 2 August 2020
Contents
[hide]- 1 Mekton
- 2 The Setting
- 3 House Rules
- 4 Mekton Characters
- 5 Psionics
- 6 Operation Rimfire Characters
- 6.1 Larani "Dagger" Kynis
- 6.2 Cedric "Dragon" Artis
- 6.3 Tammis "Comet" Veric
- 6.4 Eiran "Chip" Alestain
- 6.5 "Rose" Laian
- 6.6 Tharis "Archer" Tremaine
- 6.7 Celine "Heartbreaker" Attara
- 6.8 Daric "Swordsman" Tallus
- 6.9 Karin "Steeleye" Myiian
- 6.10 Aleoi "Seagull" Hiarri
- 6.11 Optional: Operation Rimfire Character Generation
- 7 Algolian Equipment
- 8 Mektons
Mekton
Although there is Mekton, Mekton II, and Mekton Zeta This article concentrates on Mekton II and it's accompanying setting, the Bendar Galaxy and more specifically the solar system of Algol, where Mekton II is mainly set. Mekton is the name of giant-sized (starfighter scaled), humanoid fighting machines, usually maneuvered by a single pilot, that have been invented at some point in the history of the planet. The term Mekton technically applies to any armored and armed fighting mashine. The generalized term for any man controlled robotic machine of any size would be mecha.
The Setting
- Star system: Algol system
- Planet: Algol II
Mekton:Algol system
- Suns
- Algol (blue giant)
- Minbar (yellow star)
- Kobol (red dwarf)
- The Dark Companion (dark star)
- Planets
- Minar (gas giant)
- Algol (Type I), 4 Moons: Dion (colonized), Pikk (mining), Desha (mining), Kralath, 6 orbital colony stations
- The Halo (asteroid belt) & Cerebus (planetoid in the belt that has an atmosphere)
- Persephone (frozen waterworld)
- Aries (rocky dustball)
Mekton:Algol II
Type: Terrestrial
Temperature: Temperate (leaning toward cool as the planet is undergoing an ice age)
Atmosphere: Type I (breathable)
Hydrosphere: moist
Gravity: standard
Terrain: Glacier, Plains, Ocean, Islands, Mountains
Length of Day: 20 hours
Length of Year: 1200 local days
Physical Diameter: 12,300 km
Sapient Species: Human subtypes: Elaran, Kargan, Ettaran, Murian
Lifeforms: Beachmaster Crab (small size, dangerous), Fenris (small size), Floater (medium size, dangerous), Fog Hunter (huge size, dangerous), Grey Hunter (large size, dangerous), Gunfark (huge, dangerous), Hidemouse (very small), Icecat (very large, dangerous), Kicklizard (very large, dangerous), Kregor Dragon (huge, dangerous), Leaper (large), Ookloo (small), Pattern Cat (medium, dangerous), Runner (medium), Screamer (large, dangerous), Solvers (very small), Songlizard (very small), Speeders (small to large), Uru Killer (huge, dangerous), Whistlemouse (very small)
Plantlife: Alpine, Breadleaf, Deathgrass, etc.
Starport: Limited Services - a few launch facilities and landing spots for orbital shuttles.
Points of Interest: the Black Tower, the Citadel, the Crystal Palace, the Crystal Sea, Falls of Arcady, Fiora, Imperial Tactical Academy, University of Koriel
Population: ?
Planet Function: Abandoned Colony
Official Language: Basic
Government: Competing States & Factions (federal monarcy, alliances, theocracy, dictatorship)
Major Cities:
- Elara: Andor, Kandar, Koriel, Loriel, Arcol, Arcadia, Mishtar, Tandar
- Archipelago: Kalia, Kondur
- Muria: Attikar, Kallicar, Mirion, Selinir
- Karga: Kargol, Bendak, Korthad, Kimir, Kerriss, Kardak, Tarkas (practically all major cities in Elara and Karga are heavily forified arcologies)
Tech Level: 7 (beginning to develop interplanetary travel)
System: Algol system
- Suns: 4 - Algol (blue giant), Minbar (yellow star), Kobol (red dwarf), the Dark Companion (dark star)
- Moons: 4 - Dion (yellowish, colonized), Pikk (reddish pink, mining), Desha (blueish, mining), Kralath (in equidistant orbit)
- Space Stations: 5 orbital colony stations, 5 solar array stations, plus 1 orbital colony that is also a solar array station (Sunlight 1)
- Planets:
- Minar (gas giant)
- Algol II
- The Halo (asteroid belt) & Cerebus (planetoid in the belt that has an atmosphere)
- Persephone (frozen waterworld)
- Aries (rocky dustball)
Sector: unknown
Region of Space: unknown
Algol is a temperate waterworld, currently passing through an Ice Age. Although there are number of larger continents, there is comparatiely little arable land, and what exists is threatened by the glacial ice masses. The Ice is only held at bay by a number of immense orbital solar arrays that reflect additinal light to the planet, creating an artificial greenhouse effect to warm the planet.
House Rules
Skills
Dexterity
|
Knowledge
|
Mechanical
|
Perception
|
Strength | Technical
|
Aircraft/Shuttle Piloting
|
Archaic Ranged Weapons
|
Astrogation
|
Athletics
|
Attractiveness
|
Communications
|
Design
|
Driving
|
Firearms
|
First Aid
|
Heavy Weapons
|
Hobby
|
Interview/Interrogation
|
Leadership
|
Mecha Fighting
|
Mecha Gunnery
|
Mecha Melee
|
Mecha Missiles
|
Mecha Piloting
|
Mecha Repair
|
Melee Combat
|
Repair
|
Social
|
Stealth |
Teaching
|
Throwing |
Combat
Autofire Weapons
An automatic weapon fires as many times in a single action as its Burst value. The weapon uses up that number of ammo of course.
- Firing a Burst at a single target
- When firing a burst reduce the base damage of the weapon by 1 pip, because it is less aimed.
- When firing a burst at a single target, add the Burst value to the result of the hit-roll.
- When the target is hit, it takes normal damage for the weapon.
- If the roll hits the target by 5 or more, increase the weapon's damage by 1D.
- If the roll hits the target by 10 or more, increase the weapon's damage by 2D.
- and so on...
Example: An Axis terrorist attacks Daric Tallus with his auto-rifle at medium range (Burst: 6, Accuracy: -1D, Damage: 3D, Skill: 4D). The GM sets the difficulty to 11 because Daric is running directly at him. The goon rolls 4D+6 and gets a total of 18. Daric foolishly does not want to Dodge, so he is hit "by 7". Base damage minus 1 pip, plus one extra hit means that he will receive 3D+2 points of damage (the roll is 14). Darric wears a normal armoured uniform (1D6+1) and has a Strength of 2D+1, so he rolls 3D+2 and gets only a 9 - wounded...
- Spraying
- When holding down the trigger to hose down your targets, hoping that if you put enough lead into the air, some of it is bound to hit the target, that is called spraying. It counts as 3 actions for purposes of additional actions and can only be done once in a round. You can fire as many rounds of ammo by spraying as the number of full dice in your skill - times the Burst value of the weapon you are using. Roll 1D for each bullet. A 5+ hits something in the area of the spray, doing normal damage for a single shot of the weapon minus 2pip, because it's not aimed. How the hits are distributed among the target is completely up to the GM, but would usually be distributed as evenly as possible. The GM may also vary the per-bullet-difficulty-to-hit according to denseness of targets and situation.
- This maneuver is also awfully difficult to dodge - it's not possible without hard cover. Instead of adding the cover value to the difficulty, use it as dodge against an attack value of 5 for each bullet without the need of spending actions. A characzer may spend a reaction action to get into cover or increase his cover value though.
- If a target is hit multiple times, calculate damage as above for multple hits for normal bursts.
- Supression Fire
- When firing for suppression you hold down the trigger and hope that everyone will keep their heads down in order to not be hit - with a hefty bonus for the violent action involved...
Missile Packs
Missiles are packed in a way, so they can be fired in rapid succession with any number of missiles (decided by the character, up to the number of missiles available) making up a single volley. Such a volley acts as Autofire with a Burst value of the number of missiles fired.
Rate of Fire (RoF)
RoF (Rate of Fire) is the maximum number of actions that this weapon can be used for attacking in a single round.
House Rules for Mecha
Vehicle Scaling
Instead of Speeder & Walker scale there is only the Roadstriker scale which replaces both. The Fighter scale is usually called Mekton scale, the Algolian name for all mechas of that approximate size and function. Also there is an additional scale between Mekton and Capital (called Starship) scale, called Corvette scale. The adapted scaling table looks like this:
Scale | Modifier | Combat Hex Size |
---|---|---|
Character | -- | 2m |
Roadstriker | 3D | 10m |
Mekton | 6D | 50m |
Corvette | 9D | 500m |
Starship | 12D | 5km |
Excessive | ? | ? |
Mekton Damage
For the Mecha Crossover I slightly changed the Vehicle Damage rules. The Vehicle Damage Result is basically calculated as usual: (Damage roll) minus (Hull roll + Armor)
|
|
|
|
Mekton Characters
- Character Generation Rules
The rules for character generation follow the same general guidelines as for star wars, except for some slight differences:
- Only 4 races are currently available. All are a subtype of human
- Elaran, Kargan, Ettaran & Murian
- "The Force" is generally an unknown concept for characters, but there are several comparable concepts.
- As the concepts of "Force" are different, so is the way "Force Powers" work. Instead of "Force Powers" there are "Psionic Powers" and a "Force Sensitive" character is called "Empathic".
- The different concepts call "Force Points" "Luck", "Karma", or "Destiny", but all mean the same thing and are used the same way as "Force Points" in the standard game.
Races
- Elaran human
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 1D/3D+2
STRENGTH 1D/4D
TECHNICAL 1D/3D+2
Move: 9/12
Special:
- +1 Luck/Karma/Destiny
- 8 CP at start of game
- Psionics: extremely rare, wild talents only
- Kargan human
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 1D/4D
TECHNICAL 1D/3D+2
Move: 9/12
Special:
- 1 Darkside Point
- 4 CP at start of game
- +2 pip to Perception for Initiative
- Psionics: extremely rare, wild talents only
- Ettaran human
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 1D/3D+1
STRENGTH 1D+1/4D
TECHNICAL 2D+2/4D
Move: 9/12
Special:
- 12 CP at start of game
- extended families - Ettarans tend to help each other
- Psionics: extremely rare, wild talents only
- Murian human
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 1D/3D
STRENGTH 1D/3D
TECHNICAL 2D/5D
Move: 8/11
Special:
- very often Empathic
- Psionics: very common - can be chosen freely. Psi Potential has a maximum of 4D+2
Psionics
A psionic character has an additional attribute, the PSI POTENTIAL. It must be bought from the characters attribute dice allotment, with a minimum of 1D and a maximum of 4D. Psionic "wild talents" also need to buy this attribute.
- Using Psionics
Usually, there is a difficulty assigned to each use of a psionic skill (listed with the skill)
- Using psionic powers is sternous activity. Each use requires a roll against a certain difficulty. After making this roll, the character needs to succeed at a Stamina roll against the same difficulty or become fatigued (-1D to all actions) until he rests for an hour. Each such instance is cumulative and each one requires an hour of rest to recover from, so that a psionic character that has used 3 powers and failed the stamina roll for all three is at -3D and needs to rest for 1 hour to reduce the penalty to -2D, for two hours to reduce it to -1D and for 3 hours to completely recover from the fatigue.
Psionic Powers
Each Psionic Power is bought as a skill for the Psi Potential attribute and costs double CP to improve. "Wild Talents" need to invest 2 skill dice to have a single D in one skill, and pay five-times the CP cost to improve psionic skills.
- Fatigue
...
- Danger Sense
- This is a special psionic skill, and it works differently from the others. Whenever the Psionic is in danger (ambush, explosion about to happen, etc.) that will threaten his life, the GM rolls a skill check, with a difficulty, determined by the type and seriousness of the danger.
- Empathy
- Range: 10m per D of skill
- Base Difficulties:
- Very Easy - how the target feels (very good, bad, in pain, etc.)
- Easy - basic emotion the target is feeling (in love, hatered, happiness, joy, boredom, etc.)
- Moderate - read complex emotional patters and their reasons (I feel nervous because I planted a bomb and now I'm trying to find a way out of the blast radius)
- A Note: Only active emotions can be read, that means the emotion that is currently the predominating one.
- modified by relationship
- +2 to difficulty per 100 meters increased range
- Advanced Difficulties:
- Moderate - making a slight modification to an emotion that was sensed
- Difficult - making a moderate modification to an emotion that was sensed
- Very Difficult - making a severe modification to an emotion that was sensed
- Heroic - implanting an emotion of minor intensity
- Heroic +10 - implanting an emotion of moderate intensity
- Heroic +20 - implanting an emotion of high intensity
- always modified by the result of the target's Willpower roll
- Duration: Emotion modifications last for a day per D of skill, but if the emotion turns out to be dangerous to the target he gets to roll a Willpower roll to break the effect immediately (minor emotion/slight change - Easy; moderate emotion/change - Moderate; severe emotion or modification, Difficult) whenever such a situation arrises.
- Psi Block
- Description: The ability to use your own powers to negate the effect of another's Psionic ability.
- Range: yourself or one other within 25m
- Effect:
This power can be used to directly resist the effects of another's psionic abilities without fatiguing. If the user is affected by a power where an attrubute roll increases the difficulty of the power, the Psi Block power can be used instead.It can also be used to set up a psionic interference field around one person that can be kept up and requires a very easy fatigue roll after 2 rounds, an easy fatigue roll after 1 minute, a moderate one after 10 minutes and a difficult one after an hour. Keeping the field up longer results in a Heroic fatigue roll every 8 hours.
- Telepathy
- this power can be kept "up"
- Range: 100m per D (e.g. if you have 3D+1 in this skill, the range is 300 meters)
- Base Difficulies:
- Very Easy - Send a simple thought or idea (a single one- or two-word phrase)
- Easy - Send normal a few normal scentenses of normal speach
- Moderate - innitiate and keep up a full telepathic conversation that can include images
- Difficult - initiate a state of compressed thought exchange; about 10 minutes of conversation and images can be done in a single round
- Very Difficult - innitiate a state of higher level thought exchange in which an hours worth of conversation and images can be exchanged in a single action
- modified by proximity
- Additional Modifiers:
- +2 per kilometer increased range
- +2 - connect to 2 people at the same time
- +5 - connect to 4 people at once
- +7 - connect to 10 people at once
- +10 - connect to 20 people at once
- +12 - connect to 40 people at once
- Note: an unwilling target may simply refuse to communicate, although it may be difficult to "keep your thoughts to yourself" (difficulty determined by GM)
Operation Rimfire Characters
→ User:Kurst/Crossover:Mekton/PCs
Larani "Dagger" Kynis | |
Captain Kynis is this administrator's choice for Fireflight command. Lt Artis, while having more experience, also has a record of instability in the past. (See:#Pers.Doc.Ced.Lt.623). Larani is perfect for our needs: an excellent pilot, with competent levels in all the social and diplomatic skills needed for dealing with the public. All records indicate a cool personality that is capable of handling almost any emergency. Her position as a member of a Kargan noble family has raised questions of her loyalties. I believe that these concerns are unfounded, as her enlistment was forwarded by the Lady Arasaiu (a vocal advocate of Overwatch), not her ambitious father Lord Kynis. In fact, father and daughter seem to be estranged at the moment. Larani, all in all, seems to be ideally suited for the task of command. Her motivations seem to be above petty vendettas and revenge, so she should be able to keep the others in line
|
|
Cedric "Dragon" Artis | |
Cedric has served as a loyal and good soldier for seven years, longer than any other squadron member. He has been decorated by the Elaran throne, and surviving Kargan pilots that have faced him in battle call him a "worthy and admirable" opponent. In all, he is a perfect addition to the squadron, and possibly its most valuable member. My only hesitation is that, in the past, he was "under observation" at an Elaran hospital after losing a fellow squadron member in an ambush (they were romantically involved). While he was released with a clean bill of health, I still wonder how deeply the loss affected him. I wish I could recommend Cedric as highly as other members of the squadron. But even with his personal problems, it was difficult to chose Larani over him for the commander's spot. But as a second, he should be invaluable.
|
|
Tammis "Comet" Veric | |
There are those pilots who fly, and there are those who soar. Tammis is definately the latter. His skill in a mekton is truly inspiring to behold; his only problem is that he has a love of flying, not combat. His marksmanship scores were a fraction of his maneuver ratings (but still well above the norm). With this weakness more than made up for by Tharis (See: #Pers.Doc.Tha.Ens.733), Tammis' piloting skills are something that the rest of the team can learn from. Little is known about hispersonal life and I have not had the opportunity to meet him in person. He seems to be the typical "fighter jock", more interested in speed and looking good for the girls than any military glory. He has given several surprisingly good TV interviews, and popular with the general public. At some point in the future, we might want to consider making him an Overwatch spokesman.
|
|
Eiran "Chip" Alestain | |
I must admit, when I saw this young man's application cross my desk, Ithought it was a joke. By most laws he won't be a legal adult for another year, and the only practical experience that he has is flying practice runs in the mektons on his family's fan carrier. To my surprise, he was granted an interview, and passed with AA status! He's also a gifted tech; waiting for the interview to start, he repaired the secretary's vid-phone as well as the guard's watch. Since the interview, he has shown equal brilliance on large and small scale mechanics and electronics. I imagine with a few more years under his belt, he could be one of the finest mekton designers that Algol has produced. His only problem lies in personal communication. Quiet and shy, he is a classic introvert (odd trait for an Ettaran), who relates to machines better than people; he'd rather fix a can opener than talk to a stranger.
|
|
"Rose" Laian | |
I received the news of a Murian member of the squadron with a great deal of relief. At least the arrogant bastards are helping to protect the new world they created. Compared to the other Murian delegates, Laian is surprisingly normal; no airs of superiority, or insistence that her position be placed above the others. In fact, she requested that her rank be reduced. She felt that it was unfair that she be rewarded because of her birthplace. I hope that more Murians are like her. Her piloting skills are passable, but she is going to need practice. Her psionic abilities are remarkable, and may make some other members uncomfortable. But her outgoing and friendly personality should soon allay any fears. All in all, I like the girl. As far as her skills go, no one outside of Muria is competent to judge her strongest suit. I am sure that she will pull her weight with the rest of the team.
|
|
Tharis "Archer" Tremaine | |
I think Tharis' test scores by themselves would earn him a spot on our team. Vever mind all of the other benefits he brings. A perfect 50 on the shooting range with a beam rifle is truly impressive. In addition to skills with mecha-based weaponry, his deadly aim seems to be present in any weapon he handles, from pistol to Aussault Rifle. A 3-year veteran of the Archipelago war, Tharis brings practical combat experience along with his skills. In person, he is friendly and surprisingly polite. I wasn't surprised to hear that he was the son of an Elaran Duke, his manners and bearing certainly indicate it. I am surprised that a man of his station is still single. I understand that he joined the military against his father's wishes. If this is true, we might have to pull some sort of political maneuvering to process his application.
|
|
Celine "Heartbreaker" Attara | |
During the war, Celine would have been laughed out of boot camp. Flamboyant and over-individualistic, she is also the consummate flirt. How she manages to pack so much energy into so small a body is beyond me. Her qualifications, however, are unquestioned. Her ability in figuring the complicated equations needed in orbital mechanics is nearly supernatural, and although she has faults, the positives far outweigh the negatives. But with a mixed gender crew confined close together for a long period of time, I'm not sure Celine was the wisest choice. Her record lists over 10 "intimate relations" in the course of 15 months. It's possible that her flirtatious nature is only a front, and that in a military situation she will show more restraint than is her "normal" behaviour. Or, she may pick a single lover and "settle down". In either case, we do not need her causing tensions among the male squadron members. Somehow, I doubt we'll be so lucky.
|
|
Daric "Swordsman" Tallus | |
Daric is an unusual addition to the team, as his area of expertise falls on a personal level. He is one of the nest young hand-to-hand combatants in Karga. Trained by his father, the legendary Duncan Tallus, he has grown up using hands, knives and swords all his life. While the Fireflight squadron is mekton-based, it is foolish to believe that they will be in their suits 24 hours a day. Hopefully, he will teach the others some of his skills, and in return he will learn from them. The squad needs someone like Daric, and I feel that he's the perfect choice. On the surface he may appear distant and moody, but he seems to value friendship above all, and I think he will fit in well with the rest of the squadron. He has a quick temper, but I don't foresee any problems with him in the future. He is a good soldier.
|
|
Karin "Steeleye" Myiian | |
A highly rated reconnaissance pilot, Karin is one of the best at what she does. Her exploits against the Sharifin rebels (no matter our personal feelings on the matter) is exemplary. Her loyalty and ability are unquestioined, but I do have one nagging doubt. A woman of her skills would have gone far on the front lines during the war. So why was she stationed so far from the action? The Kargan delegates say that she was simply more useful where she was. That explanation will have to do for now. Her personality leaves a bit to be desired. Her military bearing never seems to relax; it's her way of life. There might be some friction between Karin and a few of the more "freewheeling" members of the squadron, but I imagine that each can learn something from the other. She seems to respect discipline and skill above all, so I don't think that she will have any problems serving with Elarans.
|
|
Aleoi "Seagull" Hiarri | |
At 17, Aleoi is the second youngest recruit to be chosen for this group (it is odd that the two youngest recruits are both Ettaran). There were other, older applicants, but when it came down to it, Aleoi was simply (overall) the best qualified for the position. Her ability to understand and use computers is, in my opinion, amazing. I have yet to see the system that she could not crack, or the computer that could withhold any secrets from her. If we can get her hooked into the Axis mainframe, we'll have them. I understand that her frivolous personality belies her skill, but believe me, the skills are there. In all possible tests nad simulations she has had top marks, both as a pilot as well as programmer. Simply put we cannot afford to lose her. Face to face, she seems to be a typical Ettaran teenager, interested in the latest rock music and the lastest film heartthrob. Having recently met the young lady in person, I can say this: Her smile lights up a room better than a hundred halogen lamps.
|
Optional: Operation Rimfire Character Generation
- Races allowed
- Elaran human
- Kargan human
- Ettaran human
Attribute Dice: 18D
Skill Dice: 14D
- - select a "specialty area" - max. 3D into these skills
- - max 2D into any other skill
- - min: 1D in Mecha Piloting, Mecha Gunnery, Mecha Melee, Mecha Missiles
All characters start with an additional "Force" point. Extra points can be bought with 1 Attribute Die (max two points)
Algolian Equipment
Equipment availability rules need to be adjusted a bit for the setting:
- 1 - Readily available throughout Algol.
- 2 - Normally available only in large cities and harbours, or on the item's country of origin.
- 3 - Specialized item, normally only available in item's country of origin.
- 4 - Rare item, difficult to obtain anywhere.
- F - Fee or permit often required for purchase.
- R - Restricted item; In most nations it may not be sold without a license.
- X - Illegal in most nations. Possession and use generally violates local laws.
Algolian Weapons
Firearms | Damage | Burst(RoF)1) | Shots | Range | Weight 2) | Cost | Availability |
---|---|---|---|---|---|---|---|
EDF 9mm Automatic | 3D | (4) | 12 | 2-10/25/50 | .8 kg | 75₢ | 3,F |
Kargan Gyrojet Pistol | 4D+1 3) | (1) | 5 | 7-15/30/100 | 1.3 kg | 150₢ | 3,R |
ADF 7.65 Automatic | 2D+2 | (4) | 12 | 2-10/20/40 | .6kg | 100₢ | 1,F |
EDF Submachinegun | 2D+1 | 5 | 30 | 3-15/40/100 | 1.7kg | 300₢ | 3,R |
MA-4 Needler | (2D)+dart 4) | (2) | 12 | 1-7/20/40 | .9kg | 100₢ | 1,F |
EDF A-13 Standard Rifle | 3D+2 | 3 | 60 | 4-20/80/200 | 4.1kg | 200₢ | 3,F |
Kargan AZ-1184 Gyrorifle | 4D+2 | (1) | 10 | 7-20/150/500 | 6.1 kg | 250₢ | 3,R |
Farmer's two barrel shotgun | 4D 5) | 3 5) | 5 | 2-7/15/40 | 3.0 kg | 120₢ | 1,F |
Tech 21-11 Energygun | 2D-6D 6) | (1) | 30D 6) | 2-50/180/400 | 5.0 kg | 600₢ | 4,F |
Projectile Weapons | Damage | Burst(RoF)7) | Shots | Range | Weight | Cost | Availability |
Bow | 3D | * | quiver 8) | 3-10/30/80 | .6 kg | 40₢ | 1,F |
Compound Bow | 3D+2 | * | quiver 8) | 3-20/80/200 | .8 kg | 60₢ | 1,F |
F-93A Tech Crossbow | 3D+1 | * | quiver 8) | 3-15/40/100 | 1.1 kg | 120₢ | 1,F |
Thrown Weapons | Damage | Burst(RoF) | Shots | Range | Weight | Cost | Availability |
Frag Grenade | 5D | 9) | n/a | throwing | .9 kg | 50₢ | 2,F |
Sleep Gas Grenade | sleep | 9) | n/a | throwing | .9 kg | 60₢ | 2,F |
Shiriken | 2D | Skill 10) | n/a | throwing | .1 kg | 10₢ | 1,F |
Melee Weapons | Damage | Burst(RoF) | Shots | Difficulty | Weight | Cost | Availability |
Tech 21-Y3B Plasmablade | 5D | n/a | 10 rounds | Difficult | 3.0 kg | 600₢ | 4,F |
Dagger | STR+1D (5D) | n/a | n/a | Very Easy | .2 kg | 10₢ | 1,F |
Rapier | STR+2D (6D) | n/a | n/a | Moderate | .8 kg | 20₢ | 1,F |
Greatsword | STR+2D+2 (6D+2) | n/a | n/a | Easy | 2.8 kg | 50₢ | 1,F |
Axe | STR+2D (5D) | n/a | n/a | Easy | 1.3 kg | 20₢ | 1,F |
Polearm | STR+1D+2 (7D) | n/a | n/a | Easy | 2.2 kg | 30₢ | 1,F |
Brawling Weapons11) | Damage | Burst(RoF) | Shots | Difficulty | Weight | Cost | Availability |
Nunchaku, Sai, Tonfa, etc. | STR+2 (5D) | n/a | n/a | Easy | .5 kg | 15₢ | 1,F |
- Annotations
- A number in parentheses represents a "rate of fire", meaning a maximum number of attack actions it can be used for in a single round.
- Generally, a weapon weighing below 2 kg is for 1-handed use, while those above 2kg require 2 hands
- Only does 3D6 at short range as the projectile still picks up speed.
- For a needler the damage in parentheses represents the armor penetration capacity. Roll it against the armor of the target. It does not damage the target. The effect on the target is from the chemical substance carried by the dart.
- The shotgun does not really fire a burst, but if the target it hit by 5 or 10 over the difficulty, more shot hits home, doing more damage, with the same rules as autofire. A shotgun has an easy difficulty at all ranges, but damage decreases to 3D6 and Burst 2 at medium range and 2D6 with no Burst at long range.
- The rifle-sized Energygun can be dialled (1 action) from 2D to 6D damage, taking the energy off the belt-worn power pack that holds a maximum of 30D. So if you fire a bolt of 5D and had a full power pack, you then have 25D of power left. Recharging takes 1 hour per 5D.
- Projectile weapons do not have a rate of fire. All of them take 1 action to load and 1 action to fire, but have no maximum fire rate.
- There are different quiver models designed for 10, 15, 20 or 40 arrows
- Grenades have no "rate of fire". It takes 1 action to ready, 1 action to set the timer (from 3 seconds to 60 minutes) and 1 action to throw. By pre-setting timers ahead of time this can be reduced to 2 actions.
- Shiriken can be thrown in bunches, resulting in a Burst value equal to the number of D in the Throwing skill of the character. It takes 1 action to ready these and 1 action to throw the bunch.
- Brawling Weapons use the Brawling skill instead of Melee skill
- Tech 21-Y3B Plasmablade
- Type: Two-handed Energy Melee Weapon
- Skill: Melee: Plasma Sword
- Weight: 3kg
- Cost: 600₢
- Availability: 4,F
- Ammo: 10 rounds (belt)
- Difficulty: Moderate
- Damage: 5D
The Plasmablade is actually a superpowered flamethrower, projecting a narrow jet of superheated plasma about 3 feet long, held in check by a magnetic bottle so powerful it can make solid impact with other objects or plasmablades. If parried or parrying a weapon that is not a plasmablade, the weapon will suffer the damage from the plama blade (see → rules). The damage from the plasmablade is reduced by the energy defense of an armour. The fuel for the plasma jet is a highly volatile gas that is stored under high pressure in liquid form in small canisters on the belt.
Algolian Armor
Mesh Type Armor | Physical | Energy | Cost | Availability | Notes |
---|---|---|---|---|---|
Work Coverall | 2 pip | 2 pip | 40₢ | 1,F | Designed to withstand light cuts, tears, burns and acids, but cannot cope with high amounts of damage |
Ballistic Clothes | 1D6 | - | 30₢ | 1,F | Available in all manner of styles, from street-style to exec-suits. There are even some designer fashions |
Elaran/Kargan Combat Uniforms | 1D+1 | 1 pip | 40₢ | 3,R | Basic equipment of any soldier. |
Aerodesign 8100 Light Spacesuit | 1D+2 | 1D | 250₢ | 2,F | -1D Dexterity and Dex-based skills. Only comes in white, red, blue, green or khaki. Every mecha-pilot in space needs one. |
Light Helmet | +1 | - | 20₢ | 1,F | Helmet with adjustable, translucent faceplate. |
Tech 21-ADF Flight Helmet | +2 | +1 | 50₢ | 2,F | Helmet for spacesuit. Like light helmet, but can be sealed quickly to make the spacesuit airtight. 3 hour air supply. Self-sealing for 2x wounded or 1x incapacitated. The faceplace doubles as screen when hooked up to a mecha. |
Multipolymer Plated Armor | Physical | Energy | Cost | Availability | Notes |
Infantry Combat Armor | 2D+1 | 1D | 200₢ | 3,R | -1D Dexterity and Dex-based skills. Standard military issue ground infantry armor. Cannot be worn inside a mecha cockpit. |
M-44 Military Spacemarine Combatsuit | 3D+1 | 2D | 600₢ | 3,R | -1D Dex and Dex-based skills. Cannot be worn inside a mecha cockpit. 6 hours air supply, plus food & water for a day. Self-sealing for 3x wounded (or 1x incapacitated & 1x wounded or 1x mortally wounded). |
Gadgets & Gear
Survival Gear | Weight | Cost | Availability | Notes |
---|---|---|---|---|
Airmask | .5kg | 10₢ | 1,F | as Breath Mask |
Campkit | 1.0kg | 20₢ | 1,F | includes gas stove with fuel for 10 hrs, mess kit, shovel |
Canteen | .5kg | 2₢ | 1,F | .5 liters of water; available in different sizes, 1.5 liters = 5₢, 5 liters = 10₢ etc. |
Carryall | .1kg | 10₢ | 1,F | a nylon bag with adjustable straps to form a backpack or handbag |
Diving Gear | 9kg | 150₢ | 1,F | full face mask & gills, swim fins, harpoon gun |
Dried Food | 1.0kg | 20₢ | 1,F | food for 1 person, 1 week |
Flashlight | .2kg | 2₢ | 1,F | small handheld beam, illiminates a 2m area within 40m |
Inflatable Tent | 1.0kg | 50₢ | 1,F | sizes vary - will keep an internal temperature of about 20°C for up to 20h through a heating/cooling device that also acts as inflator |
Goggles | .1kg | 2₢ | 1,F | protect from dust, light and smoke. Amplified Goggles have a built-in light amplifier, weigh .2kg and cost 20₢. |
Rope (100m) | 1.0kg | 20₢ | 1,F | lightweight, high-grade climbing rope, with a tensile strength of 500 kg. |
Sleeping Bag | .5kg | 25₢ | 1,F | for one person, good for temperatures down to -20°C |
Space Suit Patches (x5) | - | 1₢ | 2,F | each patch seals one wound of damage to a spacesuit. |
Torchlantern | .5kg | 10₢ | 1,F | larger, camp type lantern that can be mounted on a pole and lights a circle of 12m radius |
Communication | Weight | Cost | Availability | Notes |
Military Comlink | .1kg | 50₢ | 2,R | functionally as the Military Comlink with clip for attaching it to the uniform. |
Computers | Weight | Cost | Availability | Notes |
Datapad | .3kg | 300₢ | 1,F | like the standard Datapad |
Military Datapad | .3kg | 200₢ | 3,R | like the Datapad, but can only be used to access the secure military information network it is keyed for. |
Mektons
Conversion Notes
MEKTON BODY Classification | D6 Hull | // | MEKTON Armor/ Weapon Damage |
D6 Armor1) |
D6 Shield2) |
D6 Weapon Damage |
---|---|---|---|---|---|---|
Superlight | 1D | 1 | 1 | +1 | 2D | |
Lightweight | 1D+1 | 2 | 2 | +2 | 2D+1 | |
Striker | 1D+2 | 3 | 3 | +1D | 2D+2 | |
Medium Striker | 2D | 4 | 4 | +1D+1 | 3D | |
Heavy Striker | 2D+1 | 5 | 5 | +1D+2 | 3D+1 | |
Mediumweight | 2D+2 | 6 | 6 | +2D | 3D+2 | |
Light Heavy | 3D | 7 | 7 | +2D+1 | 4D | |
Medium Heavy | 3D+1 | 8 | 8 | +2D+2 | 4D+1 | |
Armored Heavy | 3D+2 | 9 | 9 | +3D | 4D+2 | |
Superheavy | 4D | 10 | 10 | +3D+1 | 5D | |
Megaheavy | 4D+2 | 11 | 11 | +3D+2 | 5D+1 | |
12 | 12 | 4D | 5D+2 | |||
13 | 13 | 4D+1 | 6D | |||
14 | 14 | 4D+2 | 6D+1 | |||
15 | 15 | 5D | 6D+2 |
1) in Crossover Mekton, the Armor is added to the result of the Hull roll, but is reduced when it is hit (normally 1 pt. per hit)
Mekton range | (min range)-(short range)/(medium range)/(long range) | aiming difficulty |
---|---|---|
1/4 (rd) | min range | below min range, aiming is very difficult |
x1 | short range | easy |
x2 | medium range | moderate |
x8 | long range | difficult |
Sensor Range | missile indirect fire | very difficult |
Movement Conversion...
Mekton (Striker scale MA)...
D6...
Mekton Maneuver Value/Accuracy | D6 Maneuverability | D6 Fire Control |
---|---|---|
-10 | 0 | - |
-9 | 0 | - |
-8 | 0 | - |
-7 | +1D | - |
-6 | +1D | - |
-5 | +1D | - |
-4 | +2D | - |
-3 | +2D | -1D |
-2 | +2D | -1D |
-1 | +3D | +0 |
0 | +3D | +0 |
+1 | - | +0 |
+2 | - | +1D |
+3 | - | +1D |
- Mecha Costs
- Power Armor scale: unscaled MEKTON cost x500₢
- Roadstriker scale: unscaled MEKTON cost x 2000₢
- Mekton scale: MEKTON cost x 10,000₢
- Corvette scale: unscaled MEKTON cost x 250,000₢
- Starship scale: unscaled MEKTON cost x 5,000,000₢
Special Rules of Mecha-Combat
- Burst Weapons
Burst Weapons fire several times in a short succession and all of the shots may hit the target, although it is unlikely. The "Burst" value of such weapons acts as a direct bonus to-hit and for every 5 points that the difficulty is exceeded, an additional shot hits and adds +1D damage to the base damage of the weapon. Each hit usually also reduces armor by 1 point. A Burst value of ∞ means that there is no limit to the number of extra hits that the weapon can score, but there is no to-hit bonus because of shots. Instead, these weapons usually have a high fire-control value.
- About Mecha Armor
On Algol force field shields are practically unknown, although experimented with in the military labs. Instead the hulls are lined with reactive armor plating, that adds to the mecha's hull, but is reduced by each hit. That means that the fixed armor rating is added to the Body-roll when rolling vs. damage, but afterwards the armor is reduced by 1 point for the next attack. This makes armor very vulnerable to Autofire attacks, as it is reduced by each "hit". But there are also several types of "refined armor" that will not be reduced by certain amounts of damage, and a type of lesser armor.
- Ablative Armor: reduced directly by the damage affecting it (a hit of 12 damage reduces the armor by 12 points after the attack)
- α-Armor: not affected by 2D damage and Autofire (it is only reduced 1 by for the full burst or volley of an autofire attack)
- β-Armor: not affected by weapon damage of 2D+1 or below, Autofire, and AP
- γ-Armor: not affected by weapon damage of 3D or below, Autofire, and AP
- Anti Missile Weapons
- These systems are designed to shoot down or trigger incoming Missiles as they approach before they hit. They use Mecha Gunnery as a reaction skill vs. the incoming Missile attack roll. The result of the Anti-Missile roll replaces the range difficulty for the incoming missiles, but only if the result is higher than the difficulty. The difficulty for the attacker cannot be reduced this way.
- Blast Radius Weapons
- For missiles that have a blast radius it is often not important that they hit the target directly because whatever is in the blast radius will take the damege. That does not really make it any easier to aim the missile, but it requires a different way for the targt to avoid the attack. The usual "Dodge" will only avoid the missile itself, but you may still be caught in the blast radius. Therefore it is essential to Move out of the radius when the missile strikes in your area. In this case you can use movement as a reaction skill, but only if you have not moved your full Move yet. When you perform the move action as a reaction, you can move as far as you like, under normal movement rules - if you fail your roll(s) or do not move away enough, you may still be caught in the bast.
- Cloaking
- A very new addition to the combat systems of Algol, it reduces the efficiveness of standard Sensors to detect the cloaked Mecha. The system's efficiency can be further improved by the pilot's ability to use Electronic Warfare (skills). Basic Cloaking offers a -3D penatly to Sensor rolls to detect the unit, but automatically fails once the unit attacks or is hit by an attack. Also successful use of ECCM can reduce or fully negate the cloaking. Once spotted, a mecha's sensors can be adjusted (1 action, moderate sensors roll) to ignore the cloaking.
- Ejection Pods/Seats
- When a vehicle is destroyed and it was fitted with an ejection system (a seat ejects the pilot with the seat he sits in, a pod ejects the whole cockpit compartment) the pilot may escape some or all of the damage that the destruction of the vehicle would normally cause. The pilot still has to activate the ejection, but is supported by the efficiency of the ejection system:
| |
---|---|
1-5 | the ejection system malfunctions and you Die in the exposion |
6-8 | You are Mortally Wounded |
9-11 | Your ejection leaves you Incapacitated |
12-14 | Wounded - you escape with only minor burns, cuts & bruises |
15+ | you are only Stunned from the blast and the ejection but basically unharmed |
modifiers:
- voluntary ejection: +2D
- powerplant hit: -1D
- cockpit hit: -2D
Mekton:Shaitan
- Type: IMK-17X "Shaitan" (designed 1517)
- Affiliation: Kargan Empire
- Height/Weight: 14.6m / 78.5t
- Cost: 3,027,000₢ (IMK-17XC: 3,936,000)
- Scale: Mekton (50m)
- Crew: 1
- Control: ???
- Move: 15
- Sensors
- Passive: 10 (500m)
- Scan: 20 (1km) / +1
- Search: 80 (4km) / +2
- Focus: 1 / +1D
- Hull/Strength: 2D+1
- Armor: 5(α)
- Weapons
- Head mounted:
- Anti-Missile Laser
- Type: Anti-Missile Gunnery
- Fire Control: +1D+1
- Anti-Missile Laser
- Arm mounted:
- Hands
- Type: Melee
- Difficulty: Very Easy
- Damage: 2D+1
- 2 linked Missile Launchers
- Type: Missile
- Range: 3-10/20/40
- Damage: 2D+1
- Shots: 10 missiles each
- 2 linked Pulse Cannons
- Type: Gunnery
- Range: 2-6/12/24
- Fire Control: +2D
- Damage: 2D, Burst: ∞
- Hands
- Hand held
- 2 Plasma Swords
- Type: 1-h Energy Melee
- Damage: 4D+1
- Use: 10 rounds
- Advanced JAC-X Rifle
- Type: 2-h Gunnery
- Range: 2-9/18/36
- Damage: 3D, Burst: 4 or 3D+2, AP
- Bursts: 10, AP shots: 2
- 2 Plasma Swords
- Head mounted:
- Additional Systems
- Space-worthy
- "Red-eye" Control System allows 1 extra action without multi-action penalty.
- Variation: IMK-17XC is fitted with a Basic Cloaking System (-3D to Sensor operation until attacking or being hit)
After the Elaran Comet had made its spectacular debut, the Kargan Emperor deemed it necessary to deploy a higher profile unit in space. Since the IMK designers were already occupied with the continued mass production of Raiders, variations of Raiders, and development of the Berserker, more designers had to be sought out. Those members of the design team who had aided in the construction of the Hellwing (who had not already been acquired by Kamas Korrax) were recruited to work on this project, given the necessary facilities to start work, and access to whetever materials and information they required to complete their task. The ultimate result of their work was perhaps one of the most innovative of the Largan massproduced mektons.
The Shaitan's rifle was based on the model designed for the Hellwing. Power output was increased, but the overall size of the weapon was compressed to facilitate a lesser cloaking cost. Twin pulsed-plasma shoulder cannons were added to be used on strafing runs or for medium range suppression fire. An eight-pack cluster rocket launcher was mounted on the side of each arm for bombing raids on enemy colonies or removal of mine fields. The Shaitan was also outfitted with two standard plasma sabers.
The price ceiling that Kargan High Command set on the project was approximately two and a half times the cost of a Deathstalker. To their credit, the Shaitan design team managed to meet this goal and also design a cometent unit that cou7ld compete with the Comet in many aspects without costing nearly as much.
- Variations
In and of itself, the Shaitan was a fairly standard soldier's mkton. The variations of it, however, were anything but standard. For example, the IMK-17xc Command version was the first massproduced mekton to be fitted with a fully functional cloaking device. This device increased the cost of the unit drastically, but the Emperor decided that near invisibility in battle for Kargan officers was worth th cost.
Mekton:Otto
- Type: AUX-01 heavy construction mecha
- Affiliation: any
- Height/Weight: 5m / 15.5t
- Cost: 116,950₢
- Scale: Striker
- Crew: 1; skeleton: 0
- Autopilot: 1D+1
- Mecha Piloting 2D+1, Construction 2D+1, Mining 2D+1
- Autopilot: 1D+1
- Controls: +1D
- Move: flight: 8, ground: 1
- Sensors:
- Passive (front only): pilot's sight
- Focus I: Spotlights - 20m area in 200m distance / pilot's sight, negates darkness
- Focus II: Optical zoom function - pilot's sight +2D
- Body Strength: 3D+1
- Armor: 12 (ablative)
- Weapons:
- Right Arm
- Hand (Very Easy Melee)
- Fire Control: +1D
- Damage: 3D+1
- 75mm Scattershot1) Cannon (1-h, Gunnery)
- Range: 1-5/10/20
- Damage: 6D+1/4D+1/2D+1
- Ammo: 10 shots
- Hand (Very Easy Melee)
- Left Arm
- Power-Claw (Easy Melee)
- Damage: 4D+1
- Plasma Cutter (Moderate Melee)
- Damage: 5D+2
- Power-Claw (Easy Melee)
- Right Arm
1) hitting with a scattershot weapon at any range is Easy, because of the spreading shot. But damage is reduced as indicated.
- Additional Systems:
- Space-worthy
- Micromanipulators in right arm
- Escape Pod (+2D efficiency)
- Damage Control Package (including flares, fire retardant foam for 500m², a space-liferaft (for 4 people with supplies for 4 days + basic medical supplies), and glue bombs that can seal 200m² of area that have been breached to vacuum)
- Built-in Tech Analyser (+2 to Sensor Operation for identification & for repair actions)
The "Otto" is a striker-scale construction mecha, specifically built for space operation. It is completely sealed for space and features a full life support system. The cockpit doubles as escape pod in emergencies.