Difference between revisions of "Sphere Robot Wars Mechanics"

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===Building A Robot===
 
===Building A Robot===
This could get long.  Some example stats follow.  Anything in '''bold''' has a defined effect but I'm too lazy to write out how it works just yet.   
+
This could get long.  Some example stats follow.  Anything in '''bold''' has a defined effect but I'm too lazy to write out how it works just yet.  Trust me on this.
 
 
Trust me on this.
 
  
 
Combat Frame
 
Combat Frame
 
:The standard mobile suit frame
 
:The standard mobile suit frame
 
::Speed 4, Agility 5, Evasion 4, Armor 4, 4 Kills
 
::Speed 4, Agility 5, Evasion 4, Armor 4, 4 Kills
:::Component Space:  12
+
:::Component Space:  10
:::Hull Growth Factor: 4
+
:::Hull Growth Factor: 3
 
:::External Carriage:  12
 
:::External Carriage:  12
 
:::External Carriage Growth Factor:  2
 
:::External Carriage Growth Factor:  2
  
Component Space is a holistic measure of how much 'stuff' can be fitted inside of a mobile suit.  Likewise, External Carriage is what's bolted  
+
Component Space is a holistic measure of how much 'stuff' can be fitted inside of a mobile suit.  Likewise, External Carriage is what's bolted on the outside or held in the machine's hands.
 
 
on the outside or held in the machine's hands.
 
  
 
Growth Factor is how much additional space you get as you 'level up' your machine; machines with 0 growth levels are generally fairly bargain-basement models, older types that are distinctly inferior, though the League's Raptors are 0 growth for reasons of compactness.  Ones with 1-2 are mainline designs, with the standard Federation Fleet types being level 1 and INTACT's normal models level 2.  'Ace' suits would be level 3, with ones beyond that being custom or testbed models, too expensive for mass production.
 
Growth Factor is how much additional space you get as you 'level up' your machine; machines with 0 growth levels are generally fairly bargain-basement models, older types that are distinctly inferior, though the League's Raptors are 0 growth for reasons of compactness.  Ones with 1-2 are mainline designs, with the standard Federation Fleet types being level 1 and INTACT's normal models level 2.  'Ace' suits would be level 3, with ones beyond that being custom or testbed models, too expensive for mass production.
  
 
Almost everything takes up space, as seen in the following example of a generic Level 1 model (The ZOCU OMF-06 ''Hoplite'').<br>
 
Almost everything takes up space, as seen in the following example of a generic Level 1 model (The ZOCU OMF-06 ''Hoplite'').<br>
Note that the Hoplite is a Sphere design and may not match up exactly with the final results for FRW.  For example, while power systems are a key Sphere technology tree, they will probably be ignored in any FRW component list as everyone is using the same Made-in-SpaceChina  
+
Note that the Hoplite is a Sphere design and may not match up exactly with the final results for FRW.  For example, while power systems are a key Sphere technology tree, they will probably be ignored in any FRW component list as everyone is using the same Made-in-SpaceChina powerplants.
 
 
powerplants.
 
  
 
:Frame Expansion x1
 
:Frame Expansion x1
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Note that all stats below are, ultimately, provisionary.  I can't say for sure that they're properly balanced and aren't over/underpowered, so they might change over time.
 
Note that all stats below are, ultimately, provisionary.  I can't say for sure that they're properly balanced and aren't over/underpowered, so they might change over time.
  
You might also note the lack of melee weapons, they'll come once I figure out the best way to handle melee fighting.
+
=====Melee Weapons=====
 
 
 
 
Beam Rifle
 
:A basic beam rifle.  Generic.
 
::Range 10, accuracy +5, penetration +3, Strength +0
 
 
 
Beam Cannon
 
:A larger energy cannon, typically fitted to the shoulders of mobile suits.
 
::Range 15, accuracy +3, penetration +5, Strength +2
 
 
 
Pulse Gun
 
:A fairly compact energy weapon that spits out a hail of shots.
 
::Range 6, accuracy +7, penetration +1, Strength +0
 
 
 
Sniper Beam Rifle
 
:A longer ranged harder hitting but slower firing version of a standard beam rifle, the Sniper beam rifle is employed widely by federation designated marksman and sniper suits to engage targets beyond normal beam weapon range, as well as knocking out heavier targets with precision strikes.
 
::Range 10, accuracy +0, penetration +4, Strength +0
 
:Sniper mode
 
::Range 20, accuracy +6, penetration +6, Strength +3
 
 
 
Plasma Gun
 
:A stubby, short-ranged weapon that fires a Strength of semifusing plasma.  While the actual amount of fusing materiel is tiny, it's enough to threaten ships.
 
::Range 4, accuracy +0, penetration +6, Strength +4
 
 
 
Particle Acceleration Cannon
 
:A massive weapon that can cut through most armor like a proverbial knife through metaphoric butter.  Generally only found on mobile armors, super robots or warships.
 
::Range 25, accuracy -2, penetration +10, Strength +8, 3 damage
 
 
 
Linear Gun
 
:A very high rate of fire coil gun, the Linear Rifle was for a long time the mainstay of mobile suit, tank and infantry armament, up until the advent of energy fillers and reactors small and powerful enough to supply a beam rifle.
 
:Range 8, accuracy +5, penetration +0, Strength -2, '''burst +2'''
 
 
 
Rail Gun
 
:More powerful but somewhat slower firing than a linear rifle, rail guns tend to launch larger, slightly faster projectiles than a linear gun.::Range 12, accuracy +2, penetration +5, Strength +2
 
 
 
Heavy Rail Gun
 
:A larger, clumsier railgun meant for anti-ship work.
 
::Range 15, accuracy +0, penetration +8, Strength +4
 
 
 
Smart Grenade Launcher
 
:The only electromagnetic weapon that still remains in wide use, smart grenade launchers are used to deliver a wide variety of explosives at longer distances than even a mobile suit can throw.
 
::Range 6, accuracy +3, penetration +0, Strength -2, '''Guided +2'''
 
 
 
Bazooka
 
:A venerable and widely used anti ship weapon, the use of a bazooka converts any mobile suit into an anti ship striker.
 
::Range 4, accuracy +0, penetration +8, Strength +6, 3 shots, 2 damage
 
 
 
Giant Bazooka
 
:880mm of explosive fun.
 
::Range 4, accuracy -4, penetration +12, Strength +12, 2 shots, 3 damage
 
 
 
Panzerfaust
 
:A light, relatively agile weapon that fires a stabilized but usually unguided warhead.
 
::Range 4, accuracy +0, penetration +8, Strength +6, '1 shot, 2 damage
 
 
 
 
 
'''Missiles''' do not get the advantage of the firing unit's agility, but do get its sensor rating.
 
 
 
Cluster Missiles
 
:A pod of short-ranged missiles.
 
::Range 8, accuracy +10, penetration +2, Strength +0, '''Guided +8''', 3 Shots
 
 
 
Anti-Air Missile
 
:A single long-range anti-air missile.  Deadly against lightly-armored craft.
 
::Range 25, accuracy +10, penetration +3, Strength +0, '''Guided +13''', 1 Shot
 
 
 
Strike Missile
 
:A single multi-purpose missile, capable of punching through heavy armor and inflicting damage to ships.
 
::Range 25, accuracy +7, penetration +7, Strength +5, '''Guided +5''', 1 Shot
 
 
 
Assault Missile
 
:A single short-ranged heavy missile with a powerful warhead, primarily meant for antiship work.
 
::Range 25, accuracy -1, penetration +10, Strength +10, '''Guided +5''', 1 Shot, 2 damage
 
 
 
Antiship Missile
 
:A big, beefy missile, practically a small aircraft in and of itself.  Hits fast and hard.
 
::Range 40, accuracy -1, penetration +12, Strength +12, '''Guided +5''', 1 Shot, 3 damage
 
 
 
 
 
'''Bits''' are conceptually incomplete, but attack with only their intrinsic accuracy and depending on the type, the controlling pilot's Aleph value.  A possibility:
 
 
 
INTACT Mk 1mod7 Attack Funnel
 
:The standard 'bit' system for INTACT mobile suits.  While the quartet of small remote attack robots can lay down a dangerous field of fire, their weapons do not have
 
::Range 12, accuracy +15, penetration +0, Strength +0, '''No Range Penalty''', '''Aleph'''
 
 
 
Type-Four Semiautonomous Attack Drone
 
:The League is ahead in subweapon drones and the Type Four is the current League design.  The lack of an Aleph transceive allows for a more powerful pulse gun to be fitted.
 
::Range 12, accuracy +18, penetration +1, Strength +0, '''No Range Penalty''', '''Command Bonus'''
 
 
 
===Building a Spaceship===
 
 
 
There's rules for this, too, but for the time being they're less critical and meant for GMs anyhow.
 
 
 
Given that this is meant for a character-level RPG, I'll probably come up with rules for disabling components on warships, so you can shoot off gun turrets and the like.
 
 
 
===Special Powers===
 
Everyone loves being an Aleph, but in addition to that, mecha protagonists are infamous for all sorts of added awesome.  This section covers both and is currently pretty blank.
 
 
 
====Useful Widgets====
 
 
 
Smoke Bomb
 
:Actually a sophisticated ion and nanoparticle dispersal device as opposed to something as low tech as 'smoke', the Smoke Bomb rapidly generates a sperical or lenticular bubble of sensor-opaque particles that lingers for one or more turns.
 
 
 
Anti-Beam Smoke
 
:Similar to the Smoke Bomb, Anti-Beam Smoke was first fielded in the Solar War as a protective measure against warship-mounted beam weapons.  Like a Smoke Bomb it creates a field of ionized particles that maintain cohesion for some time before their charge dissipates and they scatter.
 
::Anti-Beam Smoke provides the equivalent of +5 Armor against energy weapons only; additionally, any energy weapon with a penetration equal to or less than the ABS's rating is nullified.  This even applies to nuclear weapons, though the intense radiation from a nuke will automatically dissipate the ABS after resolution.
 
 
 
Repair Spray
 
:A mecha-sized can of vacuum-rated carbon-titanium dust in a nanomachine/polymer matrix.  It comes out sort of like silly string and can be used as temporary patch for damaged armor.
 
::A can of Repair Spray 'heals' 1 Hit of damage, though for calculating how damaged a unit is for repair costs it is treated as nonexistent.
 
::Repair Spray must be used by one unit on another and both must be in the same or adjacent squares and take no other actions that turn other than moving into or out of proximity.
 
 
 
====Baddass Normal====
 
 
 
Determinator
 
:''"I don't know the meaning of the word 'surrender'!... I mean, I know it, I'm not dumb... Just - not in this context." ''
 
::Every level of Determinator gives your machine +1 Hit
 
 
 
Made of Iron
 
:Your character shields are so strong they ''extend to your mecha''.
 
::Every level of Made of Iron gives your machine +1 Armor
 
 
 
Gunslinger
 
:You can use two weapons in your mecha's hands (one each), effectively doubling your attacks without needing to have something like paired shoulder cannons.
 
 
 
Never Say Die
 
:When the chips are down, you always seem to manage to walk away from that giant attack.
 
::When your machine is reduced to 0 HP, you can attempt a saving roll to make a last-second dodge, ride the shockwave, etc and as a result, not have the machine explode under you.  You'll (almost) always make an eject roll, too.
 
 
 
====Aleph Trickery====
 
 
 
Newtype Flash
 
:Spider Sense, essentially
 
::Force a reroll on one Accuracy-based attack a turn per level, even one that would otherwise be undodgeable (sneak attack, etc)
 
 
 
High Level Control
 
:What Alephs do best
 
::Add your Aleph stat to any attack roll involving Aleph Bits.
 
 
 
Limit Break
 
:''"You won't like me when I'm angry"''
 
::For one turn, you may double your attacks.
 
  
===Building A Robot===
+
Beam Saber
This could get long.  Some example stats follow.  Anything in '''bold''' has a defined effect but I'm too lazy to write out how it works just yet. 
+
:A fairly simple energy sword.
 +
::Range M, accuracy +5, penetration +0, Strength +3, '''Armor Piercing''' (halves Armor), '''Parry +5'''
 +
::1 Space, 1 RP
  
Trust me on this.
+
Beam Knives
 +
:Smaller beam weapons, beam knives or beam daggers are usually thrown or used as a secondary weapon with a beam sabre or alpha edge.
 +
::Range M, accuracy +8, penetration -2, Strength +0, '''Armor Piercing''' (halves Armor), '''Parry +3'''
 +
::1 Space, 1 RP
  
Combat Frame
+
Mega Beam Saber
:The standard mobile suit frame
+
:A much more powerful beam saber, though a bit clumsier on the defense.
::Speed 4, Agility 5, Evasion 4, Armor 4, 4 Kills
+
::Range M, accuracy +5, penetration +3, Strength +6, '''Armor Piercing''' (halves Armor), '''Parry +3'''
:::Component Space:  12
+
::2 Space, 3 RP
:::Hull Growth Factor: 4
 
:::External Carriage:  12
 
:::External Carriage Growth Factor:  2
 
  
Component Space is a holistic measure of how much 'stuff' can be fitted inside of a mobile suit.  Likewise, External Carriage is what's bolted on the outside or held in the machine's hands.
+
Hyper Mega Beam Saber
 +
:More Sword = More Better
 +
::Range 1, accuracy +4, penetration +6, Strength +10, '''Armor Piercing''' (halves Armor), '''Parry +1'''
 +
::3 Space, 8 RP
  
Growth Factor is how much additional space you get as you 'level up' your machine; machines with 0 growth levels are generally fairly bargain-basement models, older types that are distinctly inferior, though the League's Raptors are 0 growth for reasons of compactness. Ones with 1-2 are mainline designs, with the standard Federation Fleet types being level 1 and INTACT's normal models level 2.  'Ace' suits would be level 3, with ones beyond that being custom or testbed models, too expensive for mass production.
+
Alpha Edge (sword)
 +
:Rather than a standard beam sabre, a mobile suit can employ an Alpha Edge, a sword built of advanced composite alloys and exotic, high density matter. The Alpha Edge integrates various disruption and beam surfaces, and its weight allows it to smash through enemy beam weapons that attempt to parry, as well as cutting enemy armour.
 +
::Range M, accuracy +4, penetration +4, Strength +0, '''Parry +5''', '''Brutish'''
 +
::2 Space, 1 RP
  
Almost everything takes up space, as seen in the following example of a generic Level 1 model (The ZOCU OMF-06 ''Hoplite'').<br>
+
Alpha Edge (Pole)
Note that the Hoplite is a Sphere design and may not match up exactly with the final results for FRW.  For example, while power systems are
+
:A polearm version of the Alpha Edge; larger and more capable of inflicting damage.
 +
::Range M, accuracy +6, penetration +5, Strength +1, '''Parry +8''', '''Brutish'''
 +
::4 Space, 3 RP
  
a key Sphere technology tree, they will probably be ignored in any FRW component list as everyone is using the same Made-in-SpaceChina
+
Alpha Edge (Giant Sword)
 +
:"''I AM THE SWORD THAT CLEAVES EVIL''"
 +
::Range M, accuracy +2, penetration +10, Strength +8, '''Parry +1''', '''Brutish'''
 +
::8 Space, 8 RP
  
powerplants.
+
Electro-Grappler
 +
:A rocket-propelled magnetic grapple attached to a high-speed winch.
 +
::Range 2, accuracy +4, penetration N/A, Strength N/A, '''Winch'''
 +
::2 Space, 2 RP
  
:Frame Expansion x1
 
::16 internal and 14 external space
 
:Fusion Thrusters x4
 
::4 internal space
 
:Fusion Verniers x4
 
::4 internal space
 
:Fusion Reactor x4
 
::4 internal space
 
:Armor x4
 
::4 internal space
 
:::Note that while armor doesn't take up a huge amount of space, it does add significant weight and thus inertia, eventually penalizing agility.
 
:Pulse Gun x1
 
::6 external space
 
:Beam Saber x1
 
::1 external space
 
:Anti-Missile Laser x1
 
::1 external space
 
Strike Missiles x2
 
::4 external space
 
:2 external space left over for various lightweight equipment
 
 
'''Mobile Armors''' and '''Super Robots''' have not yet been written up.  Conceptually however, Mobile Armors will be large Craft whereas
 
 
Super Robots (and presumably Super Mobile Armors) will be rule-modified Ships.
 
 
'''Orbital Frames''', as a concept, are Sphere-only.  They are a low priority and have not been fully conceptualized.
 
 
====Weapons====
 
Note that all stats below are, ultimately, provisionary.  I can't say for sure that they're properly balanced and aren't over/underpowered, so
 
 
they might change over time.
 
 
You might also note the lack of melee weapons, they'll come once I figure out the best way to handle melee fighting.
 
  
 +
=====Ranged Weapons=====
  
 
Beam Rifle
 
Beam Rifle
 
:A basic beam rifle.  Generic.
 
:A basic beam rifle.  Generic.
 
::Range 10, accuracy +5, penetration +3, Strength +0
 
::Range 10, accuracy +5, penetration +3, Strength +0
 +
::8 Space, 3 RP
  
 
Beam Cannon
 
Beam Cannon
 
:A larger energy cannon, typically fitted to the shoulders of mobile suits.
 
:A larger energy cannon, typically fitted to the shoulders of mobile suits.
 
::Range 15, accuracy +3, penetration +5, Strength +2
 
::Range 15, accuracy +3, penetration +5, Strength +2
 +
::10 Space, 5 RP
  
 
Pulse Gun
 
Pulse Gun
 
:A fairly compact energy weapon that spits out a hail of shots.
 
:A fairly compact energy weapon that spits out a hail of shots.
 
::Range 6, accuracy +7, penetration +1, Strength +0
 
::Range 6, accuracy +7, penetration +1, Strength +0
 +
::5 Space, 3 RP
  
 
Sniper Beam Rifle
 
Sniper Beam Rifle
:A longer ranged harder hitting but slower firing version of a standard beam rifle, the Sniper beam rifle is employed widely by federation  
+
:A longer ranged harder hitting but slower firing version of a standard beam rifle, the Sniper beam rifle is employed widely by federation designated marksman and sniper suits to engage targets beyond normal beam weapon range, as well as knocking out heavier targets with precision strikes.
 
 
designated marksman and sniper suits to engage targets beyond normal beam weapon range, as well as knocking out heavier targets with  
 
 
 
precision strikes.
 
 
::Range 10, accuracy +0, penetration +4, Strength +0
 
::Range 10, accuracy +0, penetration +4, Strength +0
 
:Sniper mode
 
:Sniper mode
 
::Range 20, accuracy +6, penetration +6, Strength +3
 
::Range 20, accuracy +6, penetration +6, Strength +3
 +
::10 Space, 5 RP
  
 
Plasma Gun
 
Plasma Gun
:A stubby, short-ranged weapon that fires a Strength of semifusing plasma.  While the actual amount of fusing materiel is tiny, it's enough to  
+
:A stubby, short-ranged weapon that fires a Strength of semifusing plasma.  While the actual amount of fusing materiel is tiny, it's enough to threaten ships.
 
 
threaten ships.
 
 
::Range 4, accuracy +0, penetration +6, Strength +4
 
::Range 4, accuracy +0, penetration +6, Strength +4
 +
::5 Space, 3 RP
  
 
Particle Acceleration Cannon
 
Particle Acceleration Cannon
:A massive weapon that can cut through most armor like a proverbial knife through metaphoric butter.  Generally only found on mobile  
+
:A massive weapon that can cut through most armor like a proverbial knife through metaphoric butter.  Generally only found on mobile armors, super robots or warships.
 
 
armors, super robots or warships.
 
 
::Range 25, accuracy -2, penetration +10, Strength +8, 3 damage
 
::Range 25, accuracy -2, penetration +10, Strength +8, 3 damage
 +
::20 Space, 20 RP
  
 
Linear Gun
 
Linear Gun
:A very high rate of fire coil gun, the Linear Rifle was for a long time the mainstay of mobile suit, tank and infantry armament, up until the  
+
:A very high rate of fire coil gun, the Linear Rifle was for a long time the mainstay of mobile suit, tank and infantry armament, up until the advent of energy fillers and reactors small and powerful enough to supply a beam rifle.
 
 
advent of energy fillers and reactors small and powerful enough to supply a beam rifle.
 
 
:Range 8, accuracy +5, penetration +0, Strength -2, '''burst +2'''
 
:Range 8, accuracy +5, penetration +0, Strength -2, '''burst +2'''
 +
::6 Space, 2 RP
  
 
Rail Gun
 
Rail Gun
 
:More powerful but somewhat slower firing than a linear rifle, rail guns tend to launch larger, slightly faster projectiles than a linear gun.
 
:More powerful but somewhat slower firing than a linear rifle, rail guns tend to launch larger, slightly faster projectiles than a linear gun.
 
::Range 12, accuracy +2, penetration +5, Strength +2
 
::Range 12, accuracy +2, penetration +5, Strength +2
 +
::10 Space, 3 RP
  
 
Heavy Rail Gun
 
Heavy Rail Gun
 
:A larger, clumsier railgun meant for anti-ship work.
 
:A larger, clumsier railgun meant for anti-ship work.
 
::Range 15, accuracy +0, penetration +8, Strength +4
 
::Range 15, accuracy +0, penetration +8, Strength +4
 +
::12 Space, 5 RP
  
 
Smart Grenade Launcher
 
Smart Grenade Launcher
:The only electromagnetic weapon that still remains in wide use, smart grenade launchers are used to deliver a wide variety of explosives at  
+
:The only electromagnetic weapon that still remains in wide use, smart grenade launchers are used to deliver a wide variety of explosives at longer distances than even a mobile suit can throw.
 
 
longer distances than even a mobile suit can throw.
 
 
::Range 6, accuracy +3, penetration +0, Strength -2, '''Guided +2'''
 
::Range 6, accuracy +3, penetration +0, Strength -2, '''Guided +2'''
 +
::5 Space, 2 RP
  
 
Bazooka
 
Bazooka
 
:A venerable and widely used anti ship weapon, the use of a bazooka converts any mobile suit into an anti ship striker.
 
:A venerable and widely used anti ship weapon, the use of a bazooka converts any mobile suit into an anti ship striker.
 
::Range 4, accuracy +0, penetration +8, Strength +6, 3 shots, 2 damage
 
::Range 4, accuracy +0, penetration +8, Strength +6, 3 shots, 2 damage
 +
::8 Space, 2 RP
  
 
Giant Bazooka
 
Giant Bazooka
 
:880mm of explosive fun.
 
:880mm of explosive fun.
 
::Range 4, accuracy -4, penetration +12, Strength +12, 2 shots, 3 damage
 
::Range 4, accuracy -4, penetration +12, Strength +12, 2 shots, 3 damage
 +
::12 Space, 3 RP
  
 
Panzerfaust
 
Panzerfaust
 
:A light, relatively agile weapon that fires a stabilized but usually unguided warhead.
 
:A light, relatively agile weapon that fires a stabilized but usually unguided warhead.
 
::Range 4, accuracy +0, penetration +8, Strength +6, '1 shot, 2 damage
 
::Range 4, accuracy +0, penetration +8, Strength +6, '1 shot, 2 damage
 
+
::3 Space, 1 RP
  
 
'''Missiles''' do not get the advantage of the firing unit's agility, but do get its sensor rating.
 
'''Missiles''' do not get the advantage of the firing unit's agility, but do get its sensor rating.
Line 374: Line 210:
 
:A pod of short-ranged missiles.
 
:A pod of short-ranged missiles.
 
::Range 8, accuracy +10, penetration +2, Strength +0, '''Guided +8''', 3 Shots
 
::Range 8, accuracy +10, penetration +2, Strength +0, '''Guided +8''', 3 Shots
 +
::4 Space, 2 RP
  
 
Anti-Air Missile
 
Anti-Air Missile
 
:A single long-range anti-air missile.  Deadly against lightly-armored craft.
 
:A single long-range anti-air missile.  Deadly against lightly-armored craft.
 
::Range 25, accuracy +10, penetration +3, Strength +0, '''Guided +13''', 1 Shot
 
::Range 25, accuracy +10, penetration +3, Strength +0, '''Guided +13''', 1 Shot
 +
::3 Space, 1 RP
  
 
Strike Missile
 
Strike Missile
 
:A single multi-purpose missile, capable of punching through heavy armor and inflicting damage to ships.
 
:A single multi-purpose missile, capable of punching through heavy armor and inflicting damage to ships.
 
::Range 25, accuracy +7, penetration +7, Strength +5, '''Guided +5''', 1 Shot
 
::Range 25, accuracy +7, penetration +7, Strength +5, '''Guided +5''', 1 Shot
 +
::3 Space, 1 RP
  
 
Assault Missile
 
Assault Missile
 
:A single short-ranged heavy missile with a powerful warhead, primarily meant for antiship work.
 
:A single short-ranged heavy missile with a powerful warhead, primarily meant for antiship work.
 
::Range 25, accuracy -1, penetration +10, Strength +10, '''Guided +5''', 1 Shot, 2 damage
 
::Range 25, accuracy -1, penetration +10, Strength +10, '''Guided +5''', 1 Shot, 2 damage
 +
::3 Space, 1 RP
  
 
Antiship Missile
 
Antiship Missile
 
:A big, beefy missile, practically a small aircraft in and of itself.  Hits fast and hard.
 
:A big, beefy missile, practically a small aircraft in and of itself.  Hits fast and hard.
 
::Range 40, accuracy -1, penetration +12, Strength +12, '''Guided +5''', 1 Shot, 3 damage
 
::Range 40, accuracy -1, penetration +12, Strength +12, '''Guided +5''', 1 Shot, 3 damage
 +
::8 Space, 3 RP
  
  
'''Bits''' are conceptually incomplete, but attack with only their intrinsic accuracy and depending on the type, the controlling pilot's Aleph  
+
'''Bits''' are conceptually incomplete, but attack with only their intrinsic accuracy and depending on the type, the controlling pilot's Aleph value.  A possibility:
 
 
value.  A possibility:
 
  
 
INTACT Mk 1mod7 Attack Funnel
 
INTACT Mk 1mod7 Attack Funnel
:The standard 'bit' system for INTACT mobile suits.  While the quartet of small remote attack robots can lay down a dangerous field of fire,  
+
:The standard 'bit' system for INTACT mobile suits.  While the quartet of small remote attack robots can lay down a dangerous field of fire, their weapons do not have  
 
 
their weapons do not have  
 
 
::Range 12, accuracy +15, penetration +0, Strength +0, '''No Range Penalty''', '''Aleph'''
 
::Range 12, accuracy +15, penetration +0, Strength +0, '''No Range Penalty''', '''Aleph'''
 +
::4 Space, 4 RP
  
 
Type-Four Semiautonomous Attack Drone
 
Type-Four Semiautonomous Attack Drone
:The League is ahead in subweapon drones and the Type Four is the current League design.  The lack of an Aleph transceive allows for a  
+
:The League is ahead in subweapon drones and the Type Four is the current League design.  The lack of an Aleph transceive allows for a more powerful pulse gun to be fitted.
 
 
more powerful pulse gun to be fitted.
 
 
::Range 12, accuracy +18, penetration +1, Strength +0, '''No Range Penalty''', '''Command Bonus'''
 
::Range 12, accuracy +18, penetration +1, Strength +0, '''No Range Penalty''', '''Command Bonus'''
 +
::4 Space, 4 RP
  
===Building a Spaceship===
+
====Components====
 
+
IOW, everything that's not a weapon.
There's rules for this, too, but for the time being they're less critical and meant for GMs anyhow.
 
 
 
Given that this is meant for a character-level RPG, I'll probably come up with rules for disabling components on warships, so you can shoot
 
 
 
off gun turrets and the like.
 
 
 
===Special Powers===
 
Everyone loves being an Aleph, but in addition to that, mecha protagonists are infamous for all sorts of added awesome.  This section covers
 
 
 
both and is currently pretty blank.
 
 
 
===Basic Concepts===
 
(warning:  may not be entirely systemic as yet)
 
 
 
The following makes reference to both Second Sphere and FRW and is essentially designed as a drop-in ruleset for the latter using rules originally conceptualized for former.  As such it does not exactly represent Second Sphere's tech base, but can instead be considered a demo.These rules exist to allow for fairly quick and dirty mecha-scale combat, in simplified wargame format.  They are intended to be played using a webboard I have which once I properly figure out will be sent around.
 
 
 
Sphere Robot Wars (henceforth 'SpRW') has two types of units.  They are Craft which are small, fast things like airplanes, mecha, ground vehicles, etc and Ships which are large objects including not just (war)ships but fortifications and land-battleships.
 
 
 
====Unit Stats====
 
Everything in spRW has a series of stats that defines how fast they fly, how tough they are, etc.
 
 
 
Unit Stats
 
:Speed:  A straight-line measure of how fast something goes in MP per turn.
 
:Agility:  How agile something is; this provides both offensive and defensive benefits.
 
:Evasion:  A measure of intrinsic difficulty in striking a target.  It's approximately an inverse correlation to target size, though things like
 
 
 
stealth and ECM can also factor in.
 
:Armor:  A measure of resistance to weapons fire.
 
:Structure:  A holistic measure of how difficult something is to damage, even after armor has been broached.
 
:Hits:  How many points of damage something can take before exploding violently.
 
 
 
Weapon Stats
 
:Range:  How many squares something can shoot.
 
:Accuracy:  The modifier to attacking fast, agile targets.
 
:Penetration:  The weapon's ability to punch through armor
 
:Strength:  The weapon's effectiveness in inflicting grievous damage to large targets.
 
 
 
There's also other stuff like sensors and stealth, but we'll leave that for the moment.
 
 
 
====Character Stats====
 
 
 
Piloting is the core stat here, and controls most of your specialties.
 
 
 
:Piloting:  Adds to Agility
 
::Dodger Specialty:  Adds to Evasion
 
::Speed Demon:  Adds to Speed
 
::Sharpshooter Specialty:  Adds to Accuracy on ranged weapons
 
::Swordmaster Specialty:  Adds to Accuracy on melee weapons
 
 
 
:Aleph:  Specifics TBD.  Primarily unlocks various powers.
 
 
 
====How it Works====
 
 
 
Craft do not have a Structure, and defend with Agility and damcon with Armor.
 
 
 
Ships do not have an Agility stat and they defend with Armor and damcon with Structure.
 
 
 
In the simplest form the rules take the form of a stat-modified rolloff, though there's a bit more to it.  Specifics can come later.
 
 
 
===Building A Robot===
 
This could get long.  Some example stats follow.  Anything in '''bold''' has a defined effect but I'm too lazy to write out how it works just yet. 
 
 
 
Trust me on this.
 
 
 
Combat Frame
 
:The standard mobile suit frame
 
::Speed 4, Agility 5, Evasion 4, Armor 4, 4 Kills
 
:::Component Space:  12
 
:::Hull Growth Factor: 4
 
:::External Carriage:  12
 
:::External Carriage Growth Factor:  2
 
 
 
Component Space is a holistic measure of how much 'stuff' can be fitted inside of a mobile suit.  Likewise, External Carriage is what's bolted
 
 
 
on the outside or held in the machine's hands.
 
 
 
Growth Factor is how much additional space you get as you 'level up' your machine; machines with 0 growth levels are generally fairly bargain-basement models, older types that are distinctly inferior, though the League's Raptors are 0 growth for reasons of compactness.  Ones with 1-2 are mainline designs, with the standard Federation Fleet types being level 1 and INTACT's normal models level 2.  'Ace' suits would be level 3, with ones beyond that being custom or testbed models, too expensive for mass production.
 
 
 
Almost everything takes up space, as seen in the following example of a generic Level 1 model (The ZOCU OMF-06 ''Hoplite'').<br>
 
Note that the Hoplite is a Sphere design and may not match up exactly with the final results for FRW.  For example, while power systems are a key Sphere technology tree, they will probably be ignored in any FRW component list as everyone is using the same Made-in-SpaceChina
 
  
powerplants.
+
Thrusters
 +
:Fusion thrusters provide linear speed and a small boost to Evasion.
 +
::+1 Speed, +0.5 Evasion
 +
::1 Space, 1 RP
  
:Frame Expansion x1
+
Verniers
::16 internal and 14 external space
+
:Verniers increase Agility and also provide a small increase to Evasion.
:Fusion Thrusters x4
+
::+1 Agility, +0.5 Evasion
::4 internal space
+
::1 Space, 2 RP
:Fusion Verniers x4
 
::4 internal space
 
:Fusion Reactor x4
 
::4 internal space
 
:Armor x4
 
::4 internal space
 
:::Note that while armor doesn't take up a huge amount of space, it does add significant weight and thus inertia, eventually penalizing agility.
 
:Pulse Gun x1
 
::6 external space
 
:Beam Saber x1
 
::1 external space
 
:Anti-Missile Laser x1
 
::1 external space
 
Strike Missiles x2
 
::4 external space
 
:2 external space left over for various lightweight equipment
 
  
'''Mobile Armors''' and '''Super Robots''' have not yet been written upConceptually however, Mobile Armors will be large Craft whereas Super Robots (and presumably Super Mobile Armors) will be rule-modified Ships.
+
Armor
 +
:Provides . . . ArmorAlso decreases agility somewhat, due to the intrinsic mass of all that heavy plating.
 +
::+1 Armor, -0.25 Agility
 +
::1 Space, 1 RP
  
'''Orbital Frames''', as a concept, are Sphere-onlyThey are a low priority and have not been fully conceptualized.
+
Scattering Field
 
+
:Bubble-field systemImmune to any forms of special armor-piercing effects.
====Weapons====
+
::+3 Armor, -1 Evasion (non-stacking)
Note that all stats below are, ultimately, provisionary.  I can't say for sure that they're properly balanced and aren't over/underpowered, so they might change over time.
+
::2 Space, 5 RP
 
 
You might also note the lack of melee weapons, they'll come once I figure out the best way to handle melee fighting.
 
 
 
 
 
Beam Rifle
 
:A basic beam rifle.  Generic.
 
::Range 10, accuracy +5, penetration +3, Strength +0
 
 
 
Beam Cannon
 
:A larger energy cannon, typically fitted to the shoulders of mobile suits.
 
::Range 15, accuracy +3, penetration +5, Strength +2
 
  
Pulse Gun
+
Microjump Drive
:A fairly compact energy weapon that spits out a hail of shots.
+
:Lets you make short-range FTL jumps
::Range 6, accuracy +7, penetration +1, Strength +0
+
::2 Space, 6 RP
  
Sniper Beam Rifle
+
Aleph Matrix
:A longer ranged harder hitting but slower firing version of a standard beam rifle, the Sniper beam rifle is employed widely by federation designated marksman and sniper suits to engage targets beyond normal beam weapon range, as well as knocking out heavier targets with precision strikes.
+
:A compact computer system that enhanced the natural abilities of all Alephs.
::Range 10, accuracy +0, penetration +4, Strength +0
+
::+1 Evasion
:Sniper mode
+
::0 Space, 3 RP
::Range 20, accuracy +6, penetration +6, Strength +3
 
 
 
Plasma Gun
 
:A stubby, short-ranged weapon that fires a Strength of semifusing plasma.  While the actual amount of fusing materiel is tiny, it's enough to threaten ships.
 
::Range 4, accuracy +0, penetration +6, Strength +4
 
 
 
Particle Acceleration Cannon
 
:A massive weapon that can cut through most armor like a proverbial knife through metaphoric butter.  Generally only found on mobile armors, super robots or warships.
 
::Range 25, accuracy -2, penetration +10, Strength +8, 3 damage
 
 
 
Linear Gun
 
:A very high rate of fire coil gun, the Linear Rifle was for a long time the mainstay of mobile suit, tank and infantry armament, up until the advent of energy fillers and reactors small and powerful enough to supply a beam rifle.
 
:Range 8, accuracy +5, penetration +0, Strength -2, '''burst +2'''
 
 
 
Rail Gun
 
:More powerful but somewhat slower firing than a linear rifle, rail guns tend to launch larger, slightly faster projectiles than a linear gun.::Range 12, accuracy +2, penetration +5, Strength +2
 
 
 
Heavy Rail Gun
 
:A larger, clumsier railgun meant for anti-ship work.
 
::Range 15, accuracy +0, penetration +8, Strength +4
 
 
 
Smart Grenade Launcher
 
:The only electromagnetic weapon that still remains in wide use, smart grenade launchers are used to deliver a wide variety of explosives at longer distances than even a mobile suit can throw.
 
::Range 6, accuracy +3, penetration +0, Strength -2, '''Guided +2'''
 
 
 
Bazooka
 
:A venerable and widely used anti ship weapon, the use of a bazooka converts any mobile suit into an anti ship striker.
 
::Range 4, accuracy +0, penetration +8, Strength +6, 3 shots, 2 damage
 
 
 
Giant Bazooka
 
:880mm of explosive fun.
 
::Range 4, accuracy -4, penetration +12, Strength +12, 2 shots, 3 damage
 
 
 
Panzerfaust
 
:A light, relatively agile weapon that fires a stabilized but usually unguided warhead.
 
::Range 4, accuracy +0, penetration +8, Strength +6, '1 shot, 2 damage
 
 
 
 
 
'''Missiles''' do not get the advantage of the firing unit's agility, but do get its sensor rating.
 
 
 
Cluster Missiles
 
:A pod of short-ranged missiles.
 
::Range 8, accuracy +10, penetration +2, Strength +0, '''Guided +8''', 3 Shots
 
 
 
Anti-Air Missile
 
:A single long-range anti-air missile.  Deadly against lightly-armored craft.
 
::Range 25, accuracy +10, penetration +3, Strength +0, '''Guided +13''', 1 Shot
 
 
 
Strike Missile
 
:A single multi-purpose missile, capable of punching through heavy armor and inflicting damage to ships.
 
::Range 25, accuracy +7, penetration +7, Strength +5, '''Guided +5''', 1 Shot
 
 
 
Assault Missile
 
:A single short-ranged heavy missile with a powerful warhead, primarily meant for antiship work.
 
::Range 25, accuracy -1, penetration +10, Strength +10, '''Guided +5''', 1 Shot, 2 damage
 
 
 
Antiship Missile
 
:A big, beefy missile, practically a small aircraft in and of itself.  Hits fast and hard.
 
::Range 40, accuracy -1, penetration +12, Strength +12, '''Guided +5''', 1 Shot, 3 damage
 
 
 
 
 
'''Bits''' are conceptually incomplete, but attack with only their intrinsic accuracy and depending on the type, the controlling pilot's Aleph value.  A possibility:
 
 
 
INTACT Mk 1mod7 Attack Funnel
 
:The standard 'bit' system for INTACT mobile suits.  While the quartet of small remote attack robots can lay down a dangerous field of fire, their weapons do not have
 
::Range 12, accuracy +15, penetration +0, Strength +0, '''No Range Penalty''', '''Aleph'''
 
 
 
Type-Four Semiautonomous Attack Drone
 
:The League is ahead in subweapon drones and the Type Four is the current League design.  The lack of an Aleph transceive allows for a more powerful pulse gun to be fitted.
 
::Range 12, accuracy +18, penetration +1, Strength +0, '''No Range Penalty''', '''Command Bonus'''
 
  
 
===Building a Spaceship===
 
===Building a Spaceship===
Line 650: Line 316:
 
:When the chips are down, you always seem to manage to walk away from that giant attack.
 
:When the chips are down, you always seem to manage to walk away from that giant attack.
 
::When your machine is reduced to 0 HP, you can attempt a saving roll to make a last-second dodge, ride the shockwave, etc and as a result, not have the machine explode under you.  You'll (almost) always make an eject roll, too.
 
::When your machine is reduced to 0 HP, you can attempt a saving roll to make a last-second dodge, ride the shockwave, etc and as a result, not have the machine explode under you.  You'll (almost) always make an eject roll, too.
 
====Aleph Trickery====
 
 
Newtype Flash
 
:Spider Sense, essentially
 
::Force a reroll on one Accuracy-based attack a turn per level, even one that would otherwise be undodgeable (sneak attack, etc)
 
 
High Level Control
 
:What Alephs do best
 
::Add your Aleph stat to any attack roll involving Aleph Bits.
 
 
Limit Break
 
:''"You won't like me when I'm angry"''
 
::For one turn, you may double your attacks.
 
 
====Baddass Normal====
 
 
Determinator
 
:''"I don't know the meaning of the word 'surrender'!... I mean, I know it, I'm not dumb... Just - not in this context." ''
 
::Every level of Determinator gives your machine +1 Hit
 
 
Made of Iron
 
:Your character shields are so strong they ''extend to your mecha''.
 
::Every level of Made of Iron gives your machine +1 Armor
 
 
Gunslinger
 
:You can use two weapons in your mecha's hands (one each), effectively doubling your attacks without needing to have something like paired
 
 
shoulder cannons.
 
 
Never Say Die
 
:When the chips are down, you always seem to manage to walk away from that giant attack.
 
::When your machine is reduced to 0 HP, you can attempt a saving roll to make a last-second dodge, ride the shockwave, etc and as a result,
 
 
not have the machine explode under you.  You'll (almost) always make an eject roll, too.
 
  
 
====Aleph Trickery====
 
====Aleph Trickery====

Revision as of 17:06, 26 November 2009

Basic Concepts

(warning: may not be entirely systemic as yet)

The following makes reference to both Second Sphere and FRW and is essentially designed as a drop-in ruleset for the latter using rules originally conceptualized for former. As such it does not exactly represent Second Sphere's tech base, but can instead be considered a demo.These rules exist to allow for fairly quick and dirty mecha-scale combat, in simplified wargame format. They are intended to be played using a webboard I have which once I properly figure out will be sent around.

Sphere Robot Wars (henceforth 'SpRW') has two types of units. They are Craft which are small, fast things like airplanes, mecha, ground vehicles, etc and Ships which are large objects including not just (war)ships but fortifications and land-battleships.

Unit Stats

Everything in spRW has a series of stats that defines how fast they fly, how tough they are, etc.

Unit Stats

Speed: A straight-line measure of how fast something goes in MP per turn.
Agility: How agile something is; this provides both offensive and defensive benefits.
Evasion: A measure of intrinsic difficulty in striking a target. It's approximately an inverse correlation to target size, though things like

stealth and ECM can also factor in.

Armor: A measure of resistance to weapons fire.
Structure: A holistic measure of how difficult something is to damage, even after armor has been broached.
Hits: How many points of damage something can take before exploding violently.

Weapon Stats

Range: How many squares something can shoot.
Accuracy: The modifier to attacking fast, agile targets.
Penetration: The weapon's ability to punch through armor
Strength: The weapon's effectiveness in inflicting grievous damage to large targets.

There's also other stuff like sensors and stealth, but we'll leave that for the moment.

Character Stats

Piloting is the core stat here, and controls most of your specialties.

Piloting: Adds to Agility
Dodger Specialty: Adds to Evasion
Speed Demon: Adds to Speed
Sharpshooter Specialty: Adds to Accuracy on ranged weapons
Swordmaster Specialty: Adds to Accuracy on melee weapons
Aleph: Specifics TBD. Primarily unlocks various powers.

How it Works

Craft do not have a Structure, and defend with Agility and damcon with Armor.

Ships do not have an Agility stat and they defend with Armor and damcon with Structure.

In the simplest form the rules take the form of a stat-modified rolloff, though there's a bit more to it. Specifics can come later.

Building A Robot

This could get long. Some example stats follow. Anything in bold has a defined effect but I'm too lazy to write out how it works just yet. Trust me on this.

Combat Frame

The standard mobile suit frame
Speed 4, Agility 5, Evasion 4, Armor 4, 4 Kills
Component Space: 10
Hull Growth Factor: 3
External Carriage: 12
External Carriage Growth Factor: 2

Component Space is a holistic measure of how much 'stuff' can be fitted inside of a mobile suit. Likewise, External Carriage is what's bolted on the outside or held in the machine's hands.

Growth Factor is how much additional space you get as you 'level up' your machine; machines with 0 growth levels are generally fairly bargain-basement models, older types that are distinctly inferior, though the League's Raptors are 0 growth for reasons of compactness. Ones with 1-2 are mainline designs, with the standard Federation Fleet types being level 1 and INTACT's normal models level 2. 'Ace' suits would be level 3, with ones beyond that being custom or testbed models, too expensive for mass production.

Almost everything takes up space, as seen in the following example of a generic Level 1 model (The ZOCU OMF-06 Hoplite).
Note that the Hoplite is a Sphere design and may not match up exactly with the final results for FRW. For example, while power systems are a key Sphere technology tree, they will probably be ignored in any FRW component list as everyone is using the same Made-in-SpaceChina powerplants.

Frame Expansion x1
16 internal and 14 external space
Fusion Thrusters x4
4 internal space
Fusion Verniers x4
4 internal space
Fusion Reactor x4
4 internal space
Armor x4
4 internal space
Note that while armor doesn't take up a huge amount of space, it does add significant weight and thus inertia, eventually penalizing agility.
Pulse Gun x1
6 external space
Beam Saber x1
1 external space
Anti-Missile Laser x1
1 external space

Strike Missiles x2

4 external space
2 external space left over for various lightweight equipment

Mobile Armors and Super Robots have not yet been written up. Conceptually however, Mobile Armors will be large Craft whereas Super Robots (and presumably Super Mobile Armors) will be rule-modified Ships.

Orbital Frames, as a concept, are Sphere-only. They are a low priority and have not been fully conceptualized.

Weapons

Note that all stats below are, ultimately, provisionary. I can't say for sure that they're properly balanced and aren't over/underpowered, so they might change over time.

Melee Weapons

Beam Saber

A fairly simple energy sword.
Range M, accuracy +5, penetration +0, Strength +3, Armor Piercing (halves Armor), Parry +5
1 Space, 1 RP

Beam Knives

Smaller beam weapons, beam knives or beam daggers are usually thrown or used as a secondary weapon with a beam sabre or alpha edge.
Range M, accuracy +8, penetration -2, Strength +0, Armor Piercing (halves Armor), Parry +3
1 Space, 1 RP

Mega Beam Saber

A much more powerful beam saber, though a bit clumsier on the defense.
Range M, accuracy +5, penetration +3, Strength +6, Armor Piercing (halves Armor), Parry +3
2 Space, 3 RP

Hyper Mega Beam Saber

More Sword = More Better
Range 1, accuracy +4, penetration +6, Strength +10, Armor Piercing (halves Armor), Parry +1
3 Space, 8 RP

Alpha Edge (sword)

Rather than a standard beam sabre, a mobile suit can employ an Alpha Edge, a sword built of advanced composite alloys and exotic, high density matter. The Alpha Edge integrates various disruption and beam surfaces, and its weight allows it to smash through enemy beam weapons that attempt to parry, as well as cutting enemy armour.
Range M, accuracy +4, penetration +4, Strength +0, Parry +5, Brutish
2 Space, 1 RP

Alpha Edge (Pole)

A polearm version of the Alpha Edge; larger and more capable of inflicting damage.
Range M, accuracy +6, penetration +5, Strength +1, Parry +8, Brutish
4 Space, 3 RP

Alpha Edge (Giant Sword)

"I AM THE SWORD THAT CLEAVES EVIL"
Range M, accuracy +2, penetration +10, Strength +8, Parry +1, Brutish
8 Space, 8 RP

Electro-Grappler

A rocket-propelled magnetic grapple attached to a high-speed winch.
Range 2, accuracy +4, penetration N/A, Strength N/A, Winch
2 Space, 2 RP


Ranged Weapons

Beam Rifle

A basic beam rifle. Generic.
Range 10, accuracy +5, penetration +3, Strength +0
8 Space, 3 RP

Beam Cannon

A larger energy cannon, typically fitted to the shoulders of mobile suits.
Range 15, accuracy +3, penetration +5, Strength +2
10 Space, 5 RP

Pulse Gun

A fairly compact energy weapon that spits out a hail of shots.
Range 6, accuracy +7, penetration +1, Strength +0
5 Space, 3 RP

Sniper Beam Rifle

A longer ranged harder hitting but slower firing version of a standard beam rifle, the Sniper beam rifle is employed widely by federation designated marksman and sniper suits to engage targets beyond normal beam weapon range, as well as knocking out heavier targets with precision strikes.
Range 10, accuracy +0, penetration +4, Strength +0
Sniper mode
Range 20, accuracy +6, penetration +6, Strength +3
10 Space, 5 RP

Plasma Gun

A stubby, short-ranged weapon that fires a Strength of semifusing plasma. While the actual amount of fusing materiel is tiny, it's enough to threaten ships.
Range 4, accuracy +0, penetration +6, Strength +4
5 Space, 3 RP

Particle Acceleration Cannon

A massive weapon that can cut through most armor like a proverbial knife through metaphoric butter. Generally only found on mobile armors, super robots or warships.
Range 25, accuracy -2, penetration +10, Strength +8, 3 damage
20 Space, 20 RP

Linear Gun

A very high rate of fire coil gun, the Linear Rifle was for a long time the mainstay of mobile suit, tank and infantry armament, up until the advent of energy fillers and reactors small and powerful enough to supply a beam rifle.
Range 8, accuracy +5, penetration +0, Strength -2, burst +2
6 Space, 2 RP

Rail Gun

More powerful but somewhat slower firing than a linear rifle, rail guns tend to launch larger, slightly faster projectiles than a linear gun.
Range 12, accuracy +2, penetration +5, Strength +2
10 Space, 3 RP

Heavy Rail Gun

A larger, clumsier railgun meant for anti-ship work.
Range 15, accuracy +0, penetration +8, Strength +4
12 Space, 5 RP

Smart Grenade Launcher

The only electromagnetic weapon that still remains in wide use, smart grenade launchers are used to deliver a wide variety of explosives at longer distances than even a mobile suit can throw.
Range 6, accuracy +3, penetration +0, Strength -2, Guided +2
5 Space, 2 RP

Bazooka

A venerable and widely used anti ship weapon, the use of a bazooka converts any mobile suit into an anti ship striker.
Range 4, accuracy +0, penetration +8, Strength +6, 3 shots, 2 damage
8 Space, 2 RP

Giant Bazooka

880mm of explosive fun.
Range 4, accuracy -4, penetration +12, Strength +12, 2 shots, 3 damage
12 Space, 3 RP

Panzerfaust

A light, relatively agile weapon that fires a stabilized but usually unguided warhead.
Range 4, accuracy +0, penetration +8, Strength +6, '1 shot, 2 damage
3 Space, 1 RP

Missiles do not get the advantage of the firing unit's agility, but do get its sensor rating.

Cluster Missiles

A pod of short-ranged missiles.
Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, 3 Shots
4 Space, 2 RP

Anti-Air Missile

A single long-range anti-air missile. Deadly against lightly-armored craft.
Range 25, accuracy +10, penetration +3, Strength +0, Guided +13, 1 Shot
3 Space, 1 RP

Strike Missile

A single multi-purpose missile, capable of punching through heavy armor and inflicting damage to ships.
Range 25, accuracy +7, penetration +7, Strength +5, Guided +5, 1 Shot
3 Space, 1 RP

Assault Missile

A single short-ranged heavy missile with a powerful warhead, primarily meant for antiship work.
Range 25, accuracy -1, penetration +10, Strength +10, Guided +5, 1 Shot, 2 damage
3 Space, 1 RP

Antiship Missile

A big, beefy missile, practically a small aircraft in and of itself. Hits fast and hard.
Range 40, accuracy -1, penetration +12, Strength +12, Guided +5, 1 Shot, 3 damage
8 Space, 3 RP


Bits are conceptually incomplete, but attack with only their intrinsic accuracy and depending on the type, the controlling pilot's Aleph value. A possibility:

INTACT Mk 1mod7 Attack Funnel

The standard 'bit' system for INTACT mobile suits. While the quartet of small remote attack robots can lay down a dangerous field of fire, their weapons do not have
Range 12, accuracy +15, penetration +0, Strength +0, No Range Penalty, Aleph
4 Space, 4 RP

Type-Four Semiautonomous Attack Drone

The League is ahead in subweapon drones and the Type Four is the current League design. The lack of an Aleph transceive allows for a more powerful pulse gun to be fitted.
Range 12, accuracy +18, penetration +1, Strength +0, No Range Penalty, Command Bonus
4 Space, 4 RP

Components

IOW, everything that's not a weapon.

Thrusters

Fusion thrusters provide linear speed and a small boost to Evasion.
+1 Speed, +0.5 Evasion
1 Space, 1 RP

Verniers

Verniers increase Agility and also provide a small increase to Evasion.
+1 Agility, +0.5 Evasion
1 Space, 2 RP

Armor

Provides . . . Armor. Also decreases agility somewhat, due to the intrinsic mass of all that heavy plating.
+1 Armor, -0.25 Agility
1 Space, 1 RP

Scattering Field

Bubble-field system. Immune to any forms of special armor-piercing effects.
+3 Armor, -1 Evasion (non-stacking)
2 Space, 5 RP

Microjump Drive

Lets you make short-range FTL jumps
2 Space, 6 RP

Aleph Matrix

A compact computer system that enhanced the natural abilities of all Alephs.
+1 Evasion
0 Space, 3 RP

Building a Spaceship

There's rules for this, too, but for the time being they're less critical and meant for GMs anyhow.

Given that this is meant for a character-level RPG, I'll probably come up with rules for disabling components on warships, so you can shoot off gun turrets and the like.

Special Powers

Everyone loves being an Aleph, but in addition to that, mecha protagonists are infamous for all sorts of added awesome. This section covers both and is currently pretty blank.

Useful Widgets

Smoke Bomb

Actually a sophisticated ion and nanoparticle dispersal device as opposed to something as low tech as 'smoke', the Smoke Bomb rapidly generates a sperical or lenticular bubble of sensor-opaque particles that lingers for one or more turns.

Anti-Beam Smoke

Similar to the Smoke Bomb, Anti-Beam Smoke was first fielded in the Solar War as a protective measure against warship-mounted beam weapons. Like a Smoke Bomb it creates a field of ionized particles that maintain cohesion for some time before their charge dissipates and they scatter.
Anti-Beam Smoke provides the equivalent of +5 Armor against energy weapons only; additionally, any energy weapon with a penetration equal to or less than the ABS's rating is nullified. This even applies to nuclear weapons, though the intense radiation from a nuke will automatically dissipate the ABS after resolution.

Repair Spray

A mecha-sized can of vacuum-rated carbon-titanium dust in a nanomachine/polymer matrix. It comes out sort of like silly string and can be used as temporary patch for damaged armor.
A can of Repair Spray 'heals' 1 Hit of damage, though for calculating how damaged a unit is for repair costs it is treated as nonexistent.
Repair Spray must be used by one unit on another and both must be in the same or adjacent squares and take no other actions that turn other than moving into or out of proximity.

Baddass Normal

Determinator

"I don't know the meaning of the word 'surrender'!... I mean, I know it, I'm not dumb... Just - not in this context."
Every level of Determinator gives your machine +1 Hit

Made of Iron

Your character shields are so strong they extend to your mecha.
Every level of Made of Iron gives your machine +1 Armor

Gunslinger

You can use two weapons in your mecha's hands (one each), effectively doubling your attacks without needing to have something like paired shoulder cannons.

Never Say Die

When the chips are down, you always seem to manage to walk away from that giant attack.
When your machine is reduced to 0 HP, you can attempt a saving roll to make a last-second dodge, ride the shockwave, etc and as a result, not have the machine explode under you. You'll (almost) always make an eject roll, too.

Aleph Trickery

Newtype Flash

Spider Sense, essentially
Force a reroll on one Accuracy-based attack a turn per level, even one that would otherwise be undodgeable (sneak attack, etc)

High Level Control

What Alephs do best
Add your Aleph stat to any attack roll involving Aleph Bits.

Limit Break

"You won't like me when I'm angry"
For one turn, you may double your attacks.