Sphere Robot Wars Mechanics: Difference between revisions
Created page with '===Basic Concepts=== (warning: may not be entirely systemic as yet) These rules exist to allow for fairly quick and dirty mecha-scale combat, in simplified wargame format. The…' |
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(warning: may not be entirely systemic as yet) | (warning: may not be entirely systemic as yet) | ||
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 which once I properly figure out will be sent around. | 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. | 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. | ||
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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. Trust me on this. | 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. | |||
: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==== | |||
Beam Rifle | Beam Rifle | ||
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: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, blast +0 | ::Range 6, accuracy +7, penetration +1, blast +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, blast +0 | |||
:Sniper mode | |||
::Range 20, accuracy +6, penetration +6, blast +3 | |||
Plasma Gun | Plasma Gun | ||
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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 armors, super robots or warships. | :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 | ::Range 25, accuracy -2, penetration +10, blast +8, 3 damage | ||
Linear Gun | Linear Gun | ||
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:A larger, clumsier railgun meant for anti-ship work. | :A larger, clumsier railgun meant for anti-ship work. | ||
::Range 15, accuracy +0, penetration +8, blast +4 | ::Range 15, accuracy +0, penetration +8, blast +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, blast -2, '''Guided +2''' | |||
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, blast +6, | ::Range 4, accuracy +0, penetration +8, blast +6, 3 shots, 2 damage | ||
Giant Bazooka | Giant Bazooka | ||
:880mm of explosive fun. | :880mm of explosive fun. | ||
::Range 4, accuracy -4, penetration +12, blast +12, | ::Range 4, accuracy -4, penetration +12, blast +12, 2 shots, 3 damage | ||
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, blast +6, '''1 | ::Range 4, accuracy +0, penetration +8, blast +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, blast +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, blast +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, blast +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, blast +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, blast +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, blast +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, blast +0, '''No Range Penalty''', '''Command Bonus''' | |||
===Special Powers=== | ===Special Powers=== |
Revision as of 00:40, 25 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
- Blast: 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
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
- Speed 4, Agility 5, Evasion 4, Armor 4, 4 Kills
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.
- 4 internal space
- 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
Beam Rifle
- A basic beam rifle. Generic.
- Range 10, accuracy +5, penetration +3, blast +0
Beam Cannon
- A larger energy cannon, typically fitted to the shoulders of mobile suits.
- Range 15, accuracy +3, penetration +5, blast +2
Pulse Gun
- A fairly compact energy weapon that spits out a hail of shots.
- Range 6, accuracy +7, penetration +1, blast +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, blast +0
- Sniper mode
- Range 20, accuracy +6, penetration +6, blast +3
Plasma Gun
- A stubby, short-ranged weapon that fires a blast of semifusing plasma. While the actual amount of fusing materiel is tiny, it's enough to threaten ships.
- Range 4, accuracy +0, penetration +6, blast +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, blast +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 he advent of energy fillers and reactors small and powerful enough to supply a beam rifle.
- Range 8, accuracy +5, penetration +0, blast -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, blast +2
Heavy Rail Gun
- A larger, clumsier railgun meant for anti-ship work.
- Range 15, accuracy +0, penetration +8, blast +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, blast -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, blast +6, 3 shots, 2 damage
Giant Bazooka
- 880mm of explosive fun.
- Range 4, accuracy -4, penetration +12, blast +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, blast +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, blast +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, blast +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, blast +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, blast +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, blast +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, blast +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, blast +0, No Range Penalty, Command Bonus
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.
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.
High Level Control
- What Alephs do best
- Add your Aleph stat to any attack roll involving Aleph Bits.