Mecha

How do I run a nice, space-based mecha game which includes both In-mech and On-Foot gameplay?

How would you?

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Stars Without Numbers,

They have Mechs, spaceships, and on foot gameplay.

Technically the mechs wouldn't stand a chance against spaceships, so if you want a more Gundam feel I'd just treat the mechs as spaceships to even out.

You can even play a psychic if you want that "Newtype" feel

I'm looking through the book and I don't see any mech stuff. Is that in a supplement?

Depends on the tone you want.

I'd use Battle Century G, but it's specifically intended for over the top animu mecha stuff, so if you want something more grounded, it might not suit.

It;s in the main book, do you have the core edition?

I'd want a tone like Knights of Sidonia.
The mechs are fast and pretty powerful but they have severe limitations and frequently find themselves outmatched.

I'd say it's worth a look, you could tweak the power level to fit that sorta thing. It's just a game which is very much on the fast and loose side of things, rather than the gritty simulationist. It's based pretty heavily on mecha anime, but that runs the full gamut from Getter Robo to Eva to Gundam, so there's definitely flexibility.

It's an old Veeky Forums project which went to Kickstarter, but the SRD is free, so you can take a look at all the rules without buying/pirating anything.

>You can even play a psychic if you want that "Newtype" feel
I really dislike how that system does most things to be honest. Especially "spike levels" for ships.

Oddly enough, Veeky Forums itself has created some for the Power Armor CYOA and the Stardust CYOA. You can look at those if you like.

I don't care much for psychics, but rules for cyborgs and general transhumany stuff would be nice.

thats in the supplements for swn

>but rules for cyborgs and general transhumany stuff would be nice
There's Eclipse Phase. If you can handle the weirdness.

40krp is also pretty adaptable, since you can play worlds where in theory you've never heard of the Imperium.

SWN is probably in my top 3 systems, but to each their own

The 40k rpgs don't have anything remotely like spacefaring mechs user.

>The 40k rpgs don't have anything remotely like spacefaring mechs user.
>Dreadnoughts
>Terminators
>Exosuits
>Titans

What?

Check out battle century G. As for how to run the game, have segments dealing with problems on the ship, boarding attempts, securing salvage / capturing enemy ships in the case of surrenders.

I think the keyword is "spacefaring". As far as I'm aware, none of these things have a self-propelled variant which can operate in space, so even if you home brewed some in, I doubt the rules would support it much better than draping a black tablecloth over the existing combat grid.

Tanks are the kings of the battlefields.
Starships are kings of space.
Mechs are kings of urban environments and asteroid/debris fields.
Infantry are kings of anything smaller scale. And social interaction, but so are mechs.

Yes, mechs are equipped with the ability to socialize, fistbumps and shit.
Instead of sending an armed guard with a diplomat, the diplomats are just piloting mechs.

Infantry come in two flavors, power armored and not power armored.

But all of those can operate in space, they're hermetically sealed.

If you mean "strap an EVA pack to it", of course you can. Or any other propulsion system. I mean, you're mainly looking for the mech rules, right?

Fights could be basic melee combat, with 3 dimensions. "He's 10 meters above and behind you. You're within charge range, 12 minutes of fuel left." Etc.

>what is The Greater Good

...

The best you're gunna get.

>Transhumanism
>Cybernetics
>In and out of Mech combat

If you want a better fit go make your own system

IIRC the free SRD doesn't include the mecha rules.

>Instead of sending an armed guard with a diplomat, the diplomats are just piloting mechs.

Yeah wow that's a bad idea.

...or a VERY good one.

I'm currently making a system for this...kinda. It's Pacific rim focused.

It does.

Also gonna second the BCG recommendation, it's my favorite mecha game in general. You should check it out OP, it might be what you're looking for if you want an anime themed game.

Stealth Special Operations Carrier: US SSGN, Macross Quarter, (size: SSOC, US assault carrier, US strike carrier)
Stealth escort?: SSN
G-resistant supersoldiers
Special operations seems like the only reasonable way for repeatedly being ordered to fight in mechs and on foot.
Also good for boarding pods or drop pods.

>The 40k rpgs don't have anything remotely like spacefaring mechs user.

Actually the Tau have one in Rogue Trader. The void Suit.

It's apparently large enough to have any have an escape pod yet small enough to explore space hulks. It's arguably not canon (it's not based off of mini and you don't get any picture), but it's probably the size of a terminator with the pilot in a something similar to those capsules astronaut sometimes use.

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cthulhutech :^)

Big Eyes Small Mouth.

No joke. Despite the Mecha using a irritating megadamage system. The Taggers form a good middle ground. Between girty pretty low level call of Cthulhu and over the top anime bullshit.

Tagers are pretty fun. I didn't really like the mecha stuff very much the mecha rules felt especially clunky to me

Well the whole rule set is clunky as hell if interesting conceptual.

The biggest problem however was the game with the mecha combat however was simply that there was the no interaction between it and personal scale combat. Either everybody was a mech or no one was.

Seconding this. While some of the mechanism designs are interesting, the mechanism rules are bad. Tager or normal play is best.

Indeed, I'm mean look at its core resolution mechanic.

>CthulhuTech uses a system called Framewerk, known to some fa/tg/uys as 'lol poker dice'.
>The system uses d10s and success is based on either the single highest dice rolled or the sum of the highest sum of multiples of dice rolled or the sum of the highest straight of dice rolled (e.g. 4 5 6) >hence the poker dice moniker.
> The system is notoriously swingy.

It's sounds interesting on paper, but in play you means you're counting up the dice several times just to see if you got the target number or not. Which is a shame becuase you could probably use it for margins of success and other fun. stuff.

The thing about Cthulhutech is it's just so ICKY

true