Monday, March 15, 2010

Damage Locations

Use the same tables as presented in the Battletech rules, or use the following (which puts more emphasis on hitting a target Mecha on the side that the attacker is facing than the Battletech rules):

Front/Back

1-3 Left Leg (15% chance)
4-6 Right Leg (15% chance)
7-8 Left Arm (10% chance)
8-9 Right Arm (10% chance)
10-12 Left Torso (15% chance)
13-16 Center Torso (20% chance)
17-19 Right Torso (15% chance)
20 - Head (5% chance)

Right Side

1 Left Leg (5% chance)
2-5 Right Leg (20% chance)
6 Left Arm (5% chance)
7-9 Right Arm (15% chance)
10-11 Left Torso (10% chance)
12-15 Center Torso (20% chance)
16-19 Right Torso (20% chance)
20 Head (5% chance)

Right Side

1-4 Left Leg (20% chance)
5 Right Leg (5% chance)
6-8 Left Arm (15% chance)
9 Right Arm (5% chance)
10-13 Left Torso (20% chance)
14-17 Center Torso (20% chance)
18-19 Right Torso (10% chance)
20 Head (5% chance)

Wednesday, March 10, 2010

Initiative (Part 3)

4th ed introduced the idea of effects created/cast by a player lasting until the end of that player's next turn. I propose that effects such as slowed, dazed, weakened, etc. last until the end of the attacker's next turn (assuming that the attack successfully overcomes the target's defense and that the power being used is not one that lasts until "save ends"). This allows players to make full use of the effects they impose on an enemy.

Example: Mech 1 has a weapon that shoots a glob of liquid that hardens when exposed to air, and uses very little heat. On his turn, the overheating Mech 1 makes an attack roll against Mech 2 and succeeds. The effect is that Mech 2 is now slowed until the end of Mech 1's next turn. Mech 1's turn ends. Mech 2's turn begins. He attacks Mech 1, inflicting minor damage, and moves away at a reduced rate; his turn ends. Mech 1 goes again. Now that his heat has dissipated, Mech 1 brings out the big guns and unloads on Mech 2, who is still within close range. Much of Mech 2's outer armor is blown away and one point of internal armor is damaged. A critical hit is scored!

Effects that have "save ends" as the duration follow 4th ed rules too. In such cases, an effect that lasts until save ends means that the player controlling the effected mech must make a saving throw (natural 10 or higher on a d20 roll) at the end of his turn.

Example: Mech 2 wins initiative and attacks Mech 1 with an EMP beam; the attack roll succeeds and the beam disrupts all of Mech 1's sensors. Mech 1 is now "blinded" (save ends). Mech 2 moves 5 hexes closer and his turn ends. Mech 1 goes next. Handicapped, he attempts to fire at Mech 2 by visually targeting it through his windshield (a minor action). He attacks (standard action) and misses. Frustrated, Mech 1 moves away 5 squares. His turn now over--Mech 1 has used a minor, standard and move action--he can finally make a saving throw vs the blinded effect. He rolls a natural 15 and saves. Mech 1 is no longer blinded.

Friday, March 5, 2010

Initiative (Part 2)

In accordance with 4th ed rules, initiative is rolled by all players exactly once--at the beginning of the combat. From that point forward, no one changes their place in initiative unless they ready an action or delay (as per the 4th ed rules).

The only exception to this is if the pilot has a special fast hero paragon power that allows them to move up one space in the initiative order once per day. The rules for this paragon power will be defined in an upcoming post.

"Second Wind" rules adapted for Mercs and Mecha

Since mechs don't actually "heal" in combat, second wind rules and "healing surges" work differently now.

Instead of healing damage taken in battle, a second wind is used as a standard action to dissipate excessive heat, beyond what could be dissipated with its heat sinks normally. Therefore second wind represents emergency measures taken by the pilot to increase the efficiency of heat dissipation (i.e. opening extra vents, rerouting flow of coolant, power-surging fans, etc.)

This becomes important when mechs use their special attacks and special abilities, which generate heat beyond that of regular weapon usage and movement.

Exactly how much heat points are dissipated using second wind remains to be determined.

Combat - Defenses and Attack rolls

Mechs and their human pilots share the same defenses: AC, Fortitude, Reflex, and Will. Most times, the attacks against a mech will be rolled against its AC.

When thinking about AC and attack rolls, it's important to realize that for every 2 hexes a mech moves during its turn, it adds +1 to its AC and -1 to its attack rolls until the start of its next turn.

AC = Mech's AC + 1/2 Pilot's level + Pilot's Dex modifier + Mech's special bonuses +/- Movement modifiers

Attack Roll = d20 + 1/2 Pilot's level + Pilot's Dex modiifer + Mech's special bonuses +/- Movement modifiers

Resolve attacks accordingly.

Damage is always a fixed amount, based on the weapon that hits the target, just like current Battletech rules. 2d6 is rolled in the event that a critical hit is scored on a natural die roll of d20, or if a mech suffers internal damage after it's outer armor has been completely destroyed in a section of its body. In such cases, the 2d6 roll is used to determine what kind of critical hit is scored. The damage from the initial hit is still fixed and based on the weapon that hit.

If a natural 20 is rolled on an attack roll and the target still has outer armor on the section that is hit after damage is subtracted, then it is not an automatic critical. The attacker rolls 2d6 and must roll higher than 6 or 7 (whatever the threshold is on the current rules) to determine if it is even a critical hit. So if they roll low, there is no critical hit. This is the same mechanic as determining a critical hit currently in Battletech.

If a natural 20 is rolled on an attack roll and the target has lost all outer armor on the section that is hit and takes internal damage, then it IS an automatic critical. The attacker rolls 2d6 and consults a different table (one for "bloodied" mechs) and determines what the critical hit does. So in this case, the critical hit is always a critical hit.

Thursday, March 4, 2010

Initiative and turns

Initiative works much like in the 4th Ed rules. Each pilot rolls a d20, with their rolls modified by 1/2 their level and by any pilot feats, such as Improved Initiative, and finally by any special equipment onboard the Mecha, such as a Heads-up (TM) First Warning System.

Each player then takes their turns normally. If a pilot delays, they can jump back in at any point, but then they move to that position in the initiative order. Players may set interrupts such as "I anyone moves within my range, I will take my turn", etc.

Effects that come into play during a player's turn (such as movement markers, weapons fired, and defensive measures enabled) remain on the table until their next turn. This makes it easier for other pilots to calculate their to hit rolls and understand the current effects on the field of battle. This also enables 4th ed effects such as stunned, weakened, poisoned, etc. to remain in effect until the pilot's next turn.

Saturday, February 20, 2010

Armor vs. Internal Structure vs. Pilot Damage

Armor is breached when the Mecha is bloodied, i.e. when they reach half of their armor points in a particular location. Armor points are assigned as per the original source books used in the Mecha, for instance, the Battletech Technical Readout 3025 manual.

When bloodied in a particular location, critical hits (upon rolling a 20) are possible. Upon a critical hit, the damaged Mecha must roll a save or have a critical hit location damaged, for instance an actuator, weapon, or heat sink.

A pilot can be damaged when someone registers a head hit on his/her Mecha, or when his/her Mecha falls. At this point, the pilot must make a save ot be affected by weakness, stun, or some other effect.