Sphere Robot Wars Mechanics

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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).
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.

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

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

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).
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.

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

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.

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).
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.

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

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.

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.