Mecha & Giant Robots General

Post your favourite mecha games, designs and systems here.

Have you homebrewed mechs into your game and if so how do they work in game?
Post stories and picture for mech themed games here too
What mechanics do you think are essential to a good mech game?
Real or Super robot?
One man or multiple crew?

Give us mecha or give us death!

Was about to start a thread myself desu.
>1.
Yup, tough my players never got very attached to them they where there (a d6 setting btw).
>2.
I don't have lots of interesing mech action because 1 and I'm a shitty with green texts, but players loved to hamstring/destroy the legs of the mechs with all kinds of traps, suicide bombing with drones and the like. And I have a very big collection of pics and I'm not afraid to use it.
3.
Damage localization, pimping your ride and and that stuff.
4.
Real, I love the shit of Landmates and Votoms like mechs. Tough silly mechs are welcome if they aren't over powered.
5.
One man, for the chivalry effect and power fantasy of course.

post dem mech pics

Any kind in special?

Because I will fill the thread with what I like anyway.

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>Do you want some greebles?

>Tfw not murder machine to sit comfily in.

So, I'm going to be running a short mech game soon, testing out a new system Lancer to see if it's any good or not.

The tl;dr is a planet going through a century long nuclear winter after a spontaneous, massively destructive nuclear war a while back, that's finally becoming safe to settle again. A large mining consortium has funded a recolonisation effort, with a number of colonists arriving, hardy frontier folk ready to set up homes and get the mines working again, as the lack of resources has been a drain on the local system economy practically since the nukes fell.

Except, about as soon as they arrived, a surprisingly large number of survivors emerged from huge underground bunkers, ready to reclaim the surface and not particularly happy at the interlopers landing and deciding that chunks of the land belonged to them. Because it's a mecha game, of course they started fighting, a war that's paralysed the efforts to reclaim the planet and get things working, both sides just barely holding on as they try to bring the other down.

I'm pondering how to make both sets of mechs interesting to fight as well as giving them a cool, distinct aesthetic and theme.

For the miners, my current thoughts are their mechs mostly being modified industrial equipment, since they lack military production facilities. Generally very tough with a lot of redundant systems, and very powerful short range weaponry based on mining equipment.

For the bunker-dwellers, the tl;dr is that their tech was really solid military grade stuff... From about a century ago, augmented with the kind of improvisation and pragmatism living in a bunker for a hundred years gives. A mix of rugged, hard wearing old tech, still pretty effective if simple weapons and a few powerful prototypes, on top of some crazy, rather scary improvised stuff. Trouble is, I worry it'll end up too similar to the miners.

Any thoughts for either of the two, or any complications I could toss in to spice things up?

I could see the miners using Xabungle like mechs and the Bunkerlings Votoms like ones. Spice it up? Civil war games are ever fun, some bunker nations perhaps wants to get unto the stars again (religion or cultural imperative as a reason) so they could help the miners in echange of promises to lift them up or star ships.
Mutant fauna its ever fun for when outside the mech (and Kaiju fights of course) but I don't know how lancer would handle that.

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Love this kind of design.

I really love this one.

I've got more from him.

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Anybody ever use Mecha by Chris Perrin? Going to try running a game for some friends on Thursday. The setting’s a shout/ripoff of Pink Floyd’s Animals.

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Anybody got mechs with exceedingly fat legs? The kind of legs you'd expect a giant machine to actually have instead of waifish sticks?

t h i c c

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I'd honestly play the shit out of a Xabungle style game.

Like that?

Heavy Gear is the first thing that comes to mind when thicc leg mechs are mentioned.

I was thinking to do a porn gamebased on it, tough I still have to learn some stuff to make it for PC tough.

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So, how does Battle Century G play?
I'll admit, I'm a little cautious of the "1d10+Attribute" system, but it still looks like a simple and fun beer and pretzel game at the very least.

A lot of people rave about it, and I can understand why. As a system it's very functional, the pilot powers do what they're meant to, overall it's got a lot of good bits that fit together nicely.

It's always annoyed me that, for some reason, I could never quite gel with it. I'm still not sure why, but despite appreciating the design in actual play I've always found it weirdly unsatisfying. But that's just a weird quirk of personal opinion, I agree with the general consensus that it's a good, well designed mecha game.

I homebrewed a mecha/kaiju setting a while ago, hope to play it one day.

>During height of Cold War, kaiju begin appearing all across the world.
>Countries not under the protection of a nuclear power are totally devastated
>NATO/Japan and then Warsaw Pact put up a good fight for a while, but begin to lose ground
>Both sides independently develop space colonies to flee to.
>With their best and brightest, the two factions escape Earth to their satellite colonies, each one on the opposite side of the planet to the other in perfect orbit
>Flash forward, as hostilities run high and supplies run low, both sides develop mecha to go down to Earth to harvest resources
>Mecha are smaller than kaiju (50-150 meters vs. 20-30 meters) but can take kaiju down by working in teams
>Meanwhile, the few remaining humans on Earth have turned into Mad-Max style nomadic tribes, who salvage mechs that are destroyed to make their own
>All three sides hate each other, leading to high political tensions even as signs of space-borne kaiju become apparent.

Sadly, every time I try to run it, things never get off the ground.

Like this?
Tell us more.

Really not too much else to say, since I never got a game off the ground. I did start designing Mecha for each side. Basically, every major country on either side. The democracy side had the US made Minute-Men, the British Knights, and the Japanese Ronins, while the Warsaw Pact had the Russian Lenins, the Chinese Maos, and the North Korean Kims. Earth-bound characters would make their own Mecha by taking aspects of the other ones. Basically, a scavenger Mecha had more features than the colony ones, but would have lower base stats due to wear and tear from being cobbled together parts not really meant to interact.

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bumping with some sticc

My personal fav T H I C C

Successor

anyone got any Bio Mecha

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is this enough?

M U H
RG that can purge into Nadleeh when

Pic related for me is one of my top mechs

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b e e g n i p p o n q u a d z

>Hatsune Mechu

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Patlabor mechs are so sexy.

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Bump

How do you organize mechs in the army?

I'd put them as a squad support role between Infantry and Tanks so I guess they'd be attached to infantry units

It's more than just d10+attribute, and it's far from a beer and pretzels game. Here's a few of the neat things about it.

>Tension
Tension is a sort of bonus starts at 1, then increases by 1 every round. You add the current Tension to all of your attacks, so basically every player gradually deals more damage the longer the battles go on, which means you can't just turtle up and drag things out, you have to get in there and play offense. There's also powers that temporarily increase tension, and single use Technique weapons that let you double your tension. So the longer a fight goes on, the more dangerous everyone involved becomes.

>Mech stats VS Pilot stats
They don't interact at all and function completely separately. This means there's no god stat or particular build everyone has to make for their pilot. Instead you can actually build them as a character without worrying about your combat efficiency. So you could play an Evangelion type game and actually stat the PCs as kids with appropriate stats, and they could still be OP in their mechs.

>Everything is effects based
All the parts and upgrades come with some basic fluff and flavor text, but they're all meant to be refluffed to fit your game. So a Beam Rifle in a Gundam themed game might be a literal beam rifle, while a Beam Rifle in an Evangelion game might be your Eva using its AT field to create cross beams.

There's plenty more I could go into but I'd be here all day. Is there anything in particular you want to know about the system?

What roles do you think we could use mechs for? With real robots and them being in the small side, without truly making other units totally obsolete.
Was thinking in soft robot like mechs.

>and single use Technique weapons that let you double your tension.
Unless they have the Technician upgrades in Z and have enough energy to spend of them every round (IIRC, only 4), then they can hit you for double tension EVERY round. Making them particularly dangerous, so you best take them out fast before their damage numbers hit the stratosphere.

Look up Heavy Gear.

Well I'd imagine that they'd fill the space in a unit as a more mobile and adaptable heavy weapon platform as if it had hands it'd be able to be quickly equipped to deal with whatever to a moderate degree so long as the weapon was to hand. A sort of jack-of-all-trades armoured unit.

Infantry could also fall back to it as it could carry extra ammo/supplies, act as mobile cover (something like leg plates designed to deploy out for infantry to use) and provide a wider range of sensor and communication abilities thanks to the larger equipment it'd be able to carry.

A psychological shock element might also assist in combat as while staring down a tank barrel is scary, a hulking mechanical humanoid thundering towards you is scarier.

I like the idea of the mobile cover, seems like a shield carrier and the like would be useful (and I love mechs with shields).
Also I tought of mule like quad mechs for infantry logistical help, perhaps even themselves having an integrated heavy weapon like a mortar or machinegun. Mechs being used as IFV and the like make sense too.

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I like ones like this, where they have a sit down cockpit, and its actually a mecha, not and just extra large power armor.
I love Gundam, Tallgeese is my fav of all mecha, but it will never happen, not with that height, and all.

Yet something smaller, more of a advanced power armor, that seems likely to happen, to me at least.

We are near common exo-skeletons, with only minor changes, money and a reason we could have mini mechs already.
We could have mechs like vital suits in the next twenty years, if only we had a reason to make them.

I believe it. I had a good friend that was as a Veeky Forums kid as they came, old fag and all. One of the things he showed me from a conversation on the dreaded chan, was a Japanese man with a suite of computerized mirrors, which were able to copy the images they were shown, and make it look like he was not even there. It was not totally fool proof, needed some more work, but this was from like 04-06. Shits old, and a man with a dream was making it happen, yet a decade latter and I see nothing like it.

Sometimes I do think that we have the means for many of the wonders we imagine, but its all locked away in some black box, with a "do not open date", or something.

Pic is how I kinda want to see mechas, combative or not. a low to the ground design, and a fat tummy to hold the pilot inside.

Walking tank types

Landmates? Landmates

>Have you homebrewed mechs into your game and if so how do they work in game?

Yes, i once modify one of my cyberpunk 2020s games into Appleseed campaign. Since Landmates are basically just a giant power armor, it was pretty easy fix.

But currently, im working on android gundams (basically i just made the MS into a man-sized androids rather than giant robots)

>What mechanics do you think are essential to a good mech game?

Modular parts system. Modification makes the mech more personal.

>Real or Super?

Generally? Real. Since i'm more into Spec Ops cyberpunk action rather than Superhero flicks.

>One man or multiple crew?

One man, obviously. Most of my mech are basically power armors anyway.

>MAU

Hey, i've once made an RF campaign once for fun. It turns into Heavy Gears with religious murderhobo space elfs and sapient murderbots slapping each other faces with machineguns and magic missiles.

And i made the Bellato into space commies, i don't know if this right or not....

The last thing a grunt is going to do is cower behind a several-meter-tall missile magnet.

If, in your SF universe, interstellar travel isn't dirt cheap, then transporting heavy armoured vehicles like tanks is probably cost-prohibitive. You might find that your interstellar expeditionary forces more resemble para trooper companies than armoured cavalry units. In such a case, smaller mechs could probably fill a niche as a cheap-to-transport weapons platform that is more versatile than an armoured car and lighter (cheaper!) than a fully fledged IFV.

>interstellar travel isn't dirt cheap, then transporting heavy armoured vehicles like tanks is probably cost-prohibitive.

Even today, transporting heavy assets like tanks are already prohibitive. Most of our heaviest tactical transport planes can only carry 120tons-ish, and you'll need to bring alot of supply lories and deployable bridges to ludging them around on land. Thats why IFVs are pretty famous nowadays.

Personally i'll prefer something that was more in line with exoskeletal suit rather than traditional joystick "mech", like Landmates, Madox, SAFS, TAG, MI, SAA etc. Infantries with IFV level capabilites are nice addition for mechanized warfare imo.

They are much more capitalists then commies. The religious elf’s were a theocracy, but could be seen somewhat as a Fascist Axis as they wanted racial purity, with the ghost in the shell android faction most resembling classical communism, with their collective mentality and forcing all to be equal by putting their brains into a metal frame.

>not calling them jaegirls
Your missed opportunity marks you as a faggot.

That's a bit bigger than a typical AC, isn't it?

>Have you homebrewed mechs into your game and if so how do they work in game?
I have (or at least am trying to) using Ops and Tactics. Why not just use GURPS? Because reasons.
>Post stories and picture for mech themed games here too
Does Engine Heart count as a mech game?
>What mechanics do you think are essential to a good mech game?
Maintenance and resource tracking. Ammo and replacement parts don't just come from thin air.
>Real or Super robot?
"Real", but satirical. Mechs are the defense industry's dream machines: "advanced" (industry speak for "we're the only ones that make the parts"), "tailored for any combat situation" (industry speak for "each loadout sold separately"), "locally made" (industry speak for "assembled by illegals"), etc. The US Army's only mech company's unofficial slogan is "Your Tax Dollars At Work!". But they look heroic, and heroes are good for advertising. And everybody else is trying to make them, and we have to stay in the arms race now don't we?
>One man or multiple crew?
One man, mostly because the more "practical" models are based on civilian emergency response machines.

I think that's NEXT sized.

I go the Gundam route in my setting. Why waste materials and money on space superiority fighters, dropships, and troops when your space superiority fighter can fight on the surface of a variety of planets?

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Which game is that?

I think it's Blacklight.

Give me your mech specific weaponry

Hardmode: the weaponry would clearly only work against mechs and not any other vehicle.

In the setting I'm working FTL is relatively cheap, bur Rare, so space is indeed precious (because you can't really now when the next space ship able to FTL will come).
Also Mechs started as weaponized mechanical workers than were armed, military specialized ones were an evolution of power armor than took the experience of the armed workers yadda yadda, as a way to make cheap and easy to maintain infantry supporters (soft robots with some plates of armor and heavy weapons basically). Some times militias simply transport arming kits for the colonies, lots of the mechs are basically surpluss sold on the cheap with the military stuff put out and leaving an useful and easy to maintain worker than even kids can operate (very human centric setting, so even when AI's and Drones exist, they are only for flavour and they are very limited).
I really love others parts of Space opera like aerofighters and dropships, so mechs are a cool adition more than the focus of the setting, but i can see the appeal of that style. Players end in Cowboy bebop like situation anyway...

Apart of the tipical rocket pods, recoiless rifles and up-scaled machine guns, a weapon I really like is the mech taser. Stick it to an unprotected part of the other mech body pull the trigger, and you see it jerking like it has injected bath salts in the mud. Some times the pilot dies but eh, the flesh is cheap.