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Revision as of 17:53, 23 October 2014

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

Mekton:Algol system

Suns
  • Algol (blue giant)
  • Minbar (yellow star)
  • Kobol (red dwarf)
  • The Dark Companion (dark star)
Planets
  1. Minar (gas giant)
  2. Algol (Type I), 4 Moons: Dion (colonized), Pikk (mining), Desha (mining), Kralath, 6 orbital colony stations
  3. The Halo (asteroid belt) & Cerebus (planetoid in the belt that has an atmosphere)
  4. Persephone (frozen waterworld)
  5. 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:
  1. Minar (gas giant)
  2. Algol II
  3. The Halo (asteroid belt) & Cerebus (planetoid in the belt that has an atmosphere)
  4. Persephone (frozen waterworld)
  5. 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

  • Beast Riding will be based on Perception instead of Mechanical

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, Damage: 3D, Skill: 4D). The GM sets the difficulty to 11 because Daric is running directly at him. The goon rolls 2D+8 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. You can fire as many rounds of ammo by spraying as the number in front of the D of 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.


Vehicle Scaling

Instead of Speeder & Walker scale there is only the Striker scale which replaces both. The Fighter scale is usually called Mekton scale, the Algolian name for all mechas of that approximate size. Also there may be a scale between Mekton and Capital scale (called Starship scale), called Corvette. This changes the scaling table to the following

Scale Modifier Combat Hex Size
Character -- 2m
Striker 3D 10m
Mekton 6D 50m
Corvette 9D 500m
Starship 12D 5km

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:

  • 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 Kynis

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
  • Character Name: Larani Kynis
  • Type: Flight Leader
  • Rank: Captain
  • Gender/Nationality: female Kargan
  • Age: 23
  • Height: 5' 8'' (1,73m)
  • Weight: 130 lbs (59 kg)
  • General Note: "An excellent pilot with all the diplomatic skills needed"
  • Physical Description: Larani is a very attractive woman of slender but sturdy build, slightly on the taller side of average. She has long blue hair, that she wears shorter in the front, swept over one eye.
Kynis.1.pngKynis.2.png

Cedric Artis

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.

-Hav.Com.Rim 2-20
  • Character Name: Cedric Artis
  • Type: Assistant Commander
  • Rank: Lieutenant
  • Gender/Nationality: male Elaran
  • Age: 25
  • Height: 6' 1'' (1,85 m)
  • Weight: 180 lbs (82 kg)
  • 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.
Artis.1.pngArtis.2.png

Tammis Veric

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
  • Character Name: Tammis Veric
  • Type: Flight Tactician
  • Rank: Ensign
  • Gender/Species: male Kargan
  • Age: 20
  • Height: 5' 11'' (1,80 m)
  • Weight: 165 lbs (75 kg)
  • 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.
Uaa-logo.gifVeric.2.png

Eiran Alestain

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
  • Character Name: Eiran Alestain
  • Type: Lead Technician/Piolt
  • Rank: Ensign
  • Gender/Species: male Ettaran
  • Age: 15
  • Height: 5' 5'' (1,65 m)
  • Weight: 135 lbs
  • General Note: "while waiting he repaired the secretary's vid-phone as well as the guard's watch..."
  • Physical Description: A shy, thin teenager with very long green hair worn in a single braid.
Uaa-logo.gif

Laian

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
  • Character Name: Laian
  • Type: Murian Liaison
  • Rank: Lieutenant
  • Gender/Species: female Murian
  • Age: 18
  • Height: 5' 6'' (1,68 m)
  • Weight: 120 lbs (54 kg)
  • Quote from the File: "no airs of superiority, but remarkable psionic powers"
  • Physical Description: of average height and slender build she is a blonde, delicate beauty. Is she a princess from a fairy tale?
Uaa-logo.gif

Tharis Tremaine

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.

-Hav.Com.Rim 2-20
  • Character Name: Tharis Tremaine
  • Type: Support Technician / Pilot
  • Rank: Ensin
  • Gender/Nationality: male Elaran
  • Age: 23
  • Height: 6' 5'' (1,96 m)
  • Weight: 210 lbs (95 kg)
  • General Note: "He has it all. The looks, the training and the breed. An is a dead-shot with any gun."
  • Physical Description: A towering apparition of handsomeness with long light brown hair worn open. He is always well dressed.
Uaa-logo.gif

Celine Attara

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.

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
  • Character Name: Celine Attara
  • Type: Astro-Navigation Expert / Pilot
  • Rank: Ensin
  • Gender/Nationality: female Elaran
  • Age: 18
  • Height: 5' 1'' (1,55 m)
  • Weight: 100 lbs (45 kg)
  • General Note: "Small and slight of build, nevertheless a flirtatious bundle of energy."
  • Physical Description: Small with a slim figure, evenly tanned skin, golden eyes and a dark-lavender mane - always groomed to maximum effect and individualistically styled.
Celine attara.png

Daric Tallus

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
  • Character Name: Daric Tallus
  • Type: Squadron Melee Tactics / Pilot
  • Rank: Ensin
  • Gender/Nationality: male Kargan
  • Age: 19
  • Height: 5' 7'' (1.70 m)
  • Weight: 158 lbs (72 kg)
  • General Note: "One of the best young hand-to-hand combatants in Karga."
  • Physical Description: Just below average in height, and of sturdy build. He has black hair of medium length and steel grey, piercing eyes.
Daric tallus.png

Karin Myiian

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
  • Character Name: Karin Myiian
  • Type: Reconnaissance
  • Rank: Ensin
  • Gender/Nationality: female Kargan
  • Age: 21
  • Height: 5' 11'' (1.80 m)
  • Weight: 130 lbs (59 kg)
  • General Note: "a reconnaissance expert with a constant military bearing that never seems to relax"
  • Physical Description: A very slender, tall woman of average looks. She has long blue hair and blue eyes.
Uaa-logo.gif

Aleoi Hiarri

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
  • Character Name: Aleoi Hiarri
  • Type: Computer Technician / Pilot
  • Rank: Ensin
  • Gender/Nationality: female Ettaran
  • Age: 17
  • Height: 5' 2'' (1.57 m)
  • Weight: 105 lbs (48 kg)
  • General Note: "A typical Ettaran teenager witha smile that lights up a room better than a hundred halogen lamps"
  • Physical Description: A young woman, well tanned woman of small and slender build with very long brown hair she wears in two braids.
Aleoi hiarri.png

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

Personal Weapons (character scale)
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
  1. 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.
  2. Generally, a weapon weighing below 2 kg is for 1-handed use, while those above 2kg require 2 hands
  3. Only does 3D6 at short range as the projectile still picks up speed.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. There are different quiver models designed for 10, 15, 20 or 40 arrows
  9. 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.
  10. 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.
  11. 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

Conversion Chart (completely experimental at this stage)
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)

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...

Mekton (Striker scale MA)...

D6...

Maneuverability // Fire Control (very approximately and still in progress...)
Mekton Maneuver Value/Accuracy D6 Maneuverability D6 Fire Control
-10 -(2D+1) -
-9 -(2D) -
-8 -(1D+1) -
-7 -(1D) -
-6 -1 -
-5 +0 -
-4 +1 -
-3 +1D 0
-2 +1D+1 +1
-1 +2D +2
0 +2D+1 +1D
+1 - +1D+1
+2 - +1D+2
+3 - +2D

Special Rules of Mecha-Combat

Burst Weapons

Burst Weapons fire several times in a short succession and all of the shits may hit the targetr, 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

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 by any 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


Mecha Costs
Striker scale: unscaled MEKTON cost x 500₢
Mekton scale: MEKTON cost x 10,000₢
Corvette scale: unscaled MEKTON cost x 250,000₢
Starship scale: unscaled MEKTON cost x 5,000,000₢
Controlls
  1. Variant: On Algol, mecha are still comparatively unresponsive to their pilots and get no bonus to maneuverability like most vehicles in standard SW - the Control penalty is substrcted from the pilot's Mechanical attribute and all related skills while in the specific type of Mecha... → rule experimental stage
  2. Veriant: take one of the lowest scores in MEKTON and set this as the "zero-line". All other mechas will have a control-bonus compared to this "zero-line". ...
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.
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 of the dame that the destruction of the vehicle would normally cause... (easy or moderate Dex roll + system efficiency → ???)

Mekton:Shaitan

Type: IMK-17X "Shaitan" (designed 1517)
Shaitan.png
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
  • 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: ∞
  • 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
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

AUX-01 "Otto", a heavy construction mecha
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 1D+2 (Maneuverability already figured in), Construction 2D+1, Mining 2D+1
Controls: ???
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
Left Arm
  • Power-Claw (Easy Melee)
    Damage: 4D+1
  • Plasma Cutter (Moderate Melee)
    Damage: 5D+2

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
  • 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.