Here are a few more rules bits for use with War of the Mecha. I'm working on these in my spare time or to take a break from other things I'm doing. Enjoy!
Dropping Mecha
Mecha can be air-dropped over an area by dropships (as opposed to
the dropship landing and them walking off). This requires the mecha pilot to
select a target hex and make a Piloting roll. A failed roll does falling damage
at one level of elevation per point roll is missed by. Additionally, the mecha
scatters one hex point the roll was missed by, with a failure by five or more
indicating the mecha missed the map and is destroyed for the purposes of the
scenario. The direction of scatter is determined by rolling 1d6, with “1” being
north and counting clockwise around the target hex.
Dropped mecha land during movement, but cannot attack the turn
they land. They may be targeted for attacks at +1 to the roll.
Mecha Lifting Capabilities
Mecha with a functioning arm may carry things (usually objectives
of some sort). The maximum capacity is based on mecha size.
Mecha Size
|
Lifting Max.
|
Light
|
3 tons
|
Medium
|
5 tons
|
Heavy
|
7 tons
|
Hardened
|
9 tons
|
A mecha taking its first critical hit to the arm while carrying an
object has a 50-50 chance of hitting the arm carrying the item. Roll 1d6: on a
4-6, the arm carrying the item is hit and the item is dropped. If the mecha
takes its second critical hit while carrying an item, the item is automatically
dropped.
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