Mecha with Targetable Systems - an Idea
Posted: Thu May 17, 2007 11:17 am
Apologies if this oversteps something being done in OVA Mecha, but if it adds to the work there, feel free to use it, Clay.
Again, doing some work on Future Perfect when it hits me - I need to have some rules for special parts of the ships in question. That way, you can target the shield generator or the engines, etc.
The idea is this, the "Targetable System" value creates a separate target that can be fired on in the mecha. How hard it is to hit and how much damage it can take depend on the level of the flaw. Also, the difficulty of repairing the damage to the part is a function of the flaw value as well.
Damage done to parts do not effect the "hull" of the mecha.
Focus 1 - Health 20, two penalty dice for "called shot"
Focus 2 - Health 10, one penalty die for "called shot"
Focus 3 - Health 5, no penalty to "called shot"
Of course, systems will get the benefit of armor or barriers that the whole mecha has, as well as any defensive actions or piloting that are allowed the mecha in avoiding any damage sustained by a normal attack.
Hopefully this makes sense and is of use to someone. I think it adds a dramatic intensity to fights where the shields, engines, sensors, etc may be the target or tactics to knock certain systems offline and creates the whole "damage control" drama that ship combat has in some settings. A good engineer and repair crew can have quite a bit on their hands keeping things going. Imagine trying to fix the ship's engines as the craft hurdles into the atmo, each round becomes a tight-knuckle challenge to heal or repair the damage in time to recover.
And, in the end, drama is why we are here.
Again, doing some work on Future Perfect when it hits me - I need to have some rules for special parts of the ships in question. That way, you can target the shield generator or the engines, etc.
The idea is this, the "Targetable System" value creates a separate target that can be fired on in the mecha. How hard it is to hit and how much damage it can take depend on the level of the flaw. Also, the difficulty of repairing the damage to the part is a function of the flaw value as well.
Damage done to parts do not effect the "hull" of the mecha.
Focus 1 - Health 20, two penalty dice for "called shot"
Focus 2 - Health 10, one penalty die for "called shot"
Focus 3 - Health 5, no penalty to "called shot"
Of course, systems will get the benefit of armor or barriers that the whole mecha has, as well as any defensive actions or piloting that are allowed the mecha in avoiding any damage sustained by a normal attack.
Hopefully this makes sense and is of use to someone. I think it adds a dramatic intensity to fights where the shields, engines, sensors, etc may be the target or tactics to knock certain systems offline and creates the whole "damage control" drama that ship combat has in some settings. A good engineer and repair crew can have quite a bit on their hands keeping things going. Imagine trying to fix the ship's engines as the craft hurdles into the atmo, each round becomes a tight-knuckle challenge to heal or repair the damage in time to recover.
And, in the end, drama is why we are here.