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  • Savage Mechwarrior Revisited

    A while back I came here seeking help to determine if SW could handle a Mechwarrior game setting and received a lot of helpful feedback. Heres what Ive come up with since then and was hoping for further input from the more experienced SW followers.

    To keep the various mech designs more unique Ive given them each limits on how many Mods they can take in a specific weapon group (ballistic, missile, energy) . EXAMPLE: Atlas- Ballistic: 8, Missile: 12, Energy: 10. Warhammer- Energy: 15, Missile: 10. Some mechs also have additional limits on how much armor they can take. For example the Atlas can take on an additional 12 mods of armor where as the Direwolf is limited to 11 mods of additional armor, but can carry more weapons or other mods than the Atlas.

    Ive also given some mechs unique abilities/quirks. For example the Atlas is capable of melee and grappling as it has functional hands.

    An option is present for use of an advanced rules set that breaks the mechs down into compartments. Which compartment takes damage is determined by rolling a d8. 1- head, 2- center torso, 3- right torso, 4- left torso, 5- right arm, 6- left arm, 7- left leg and 8- right leg. If a compartment containing a weapon is destroyed than that weapon is destroyed as well. Also, any damage/wound modifiers to that compartment effect any attack rolls for weapons in the effected compartment.

    Regarding the various weapons, here is my current list

    Mechwarrior Weapons
    Clan weapons use same values, but cost 1 less Mod and can not reduce the mod cost to less than 1.

    Energy Weapons

    Small Laser: Dmg: 3d10, AP: 5, Mods: 1

    Medium Laser: 4d10, AP: 10, Mods: 2

    Large Laser: Dmg: 5d10, AP: 15, Mods: 3

    PPC: Dmg: 6d10, AP: 20, Mods: 4

    Ballistic Weapons

    -Auto Cannons
    AC 5: Dmg: 2d10, AP: 10, Shots: 16, Mods: 3
    AC 10: Dmg: 3d12, AP: 15, Shots: 12, Mods: 4
    AC 20: Dmg: 6d12, AP: 30, Shots: 8, Mods: 5

    -Ultra Auto Cannons
    Ultra AC 5: Dmg: 2d10, AP: 10, Shots: 16, ROF: 4, Mods: 4
    Ultra AC 10: Dmg: 3d12, AP: 15, Shots: 12, ROF: 3, Mods: 5
    Ultra AC 20: AC 20: Dmg: 6d12, AP: 30, Shots: 8, ROF: 2, Mods: 6

    Gauss Rifle: Dmg: 6d10+6, AP: 25, Mods: 5

    Heavy Gauss Rifle: Dmg: 6d12+2, AP: 30, Mods: 6

    Missiles

    Additional ammunition is equal to the launchers capacity per mod. EXAMPLE: SRM6 ammo is 6 shots per 1 mod.

    -LRM, AP: 10, Range: 200/400/600
    LRM 5: Dmg: 6d6, Shots: 12, Mods: 1
    LRM 10: Dmg: 6d6+2, Shots: 10, Mods: 2
    LRM 15: Dmg: 6d6+4, Shots: 8, Mods: 3
    LRM 20: Dmg: 6d6+6, Shots: 6, Mods: 4

    -MRM, AP: 20, Range: 75/150/300
    MRM 10: Dmg: 6d8, Shots: 10, Mods: 1
    MRM 20: Dmg: 6d8+1, Shots: 8, Mods: 2
    MRM 30: Dmg: 6d8+2, Shots: 6, Mods: 3
    MRM 40: Dmg: 6d8+3, Shots: 4, Mods: 4

    -SRM, AP: 30, Range: 25/50/100
    SRM 2: Dmg: 5d10, Shots: 10, Mods: 1
    SRM 4: Dmg: 5d10+2, Shots: 8, Mods: 2
    SRM 6: Dmg: 5d10+3, Shots: 6, Mods: 3

    NARC Beacon
    Range: 100/200/300
    A beacon that when fired at an enemy draws all guided allied missiles until the start of your next turn. Provides a +1 to allies attack rolls with missiles on your chosen target.
    Requires line of sight, this weapon does not have a guidance system and travels in a straight line.
    Last edited by Gojira54; 06-13-2018, 12:30 PM.

  • #2
    What's the Armor/Toughness of the Atlas and Warhammer mechs?
    My thoughts, musings, and general character adaptations on Savage Everything. Now featuring Suppressive Fire that actually works!

    Comment


    • Gojira54
      Gojira54 commented
      Editing a comment
      Atlas: 59/28, Warhammer: 42/14

  • #3
    Assuming those numbers are standard format (i.e. Toughness 59 (28) and 42 (14)) then AP values are kind of ridiculous.
    The AC 20 averages 42.6 damage per hit, with AP 30 a single shot is two wounds to an Atlas - the most that can be done due to the Compartmentalization rule (assuming it applies) - and one point short of a third wound.

    If an Atlas is actually Toughness 87 (59) then your AP values are much more reasonable, but that Toughness is kind of obscene (Toughness 57 (29) after AP 30).
    I hope you find the above post useful. And not insulting, because I was trying to be helpful, not insulting; being a pedantic jerk, that isn't always clear.

    Comment


    • Gojira54
      Gojira54 commented
      Editing a comment
      Appreciate the feedback.

  • #4
    Basically what Valhalla said. Either your Toughness is absolutely obscene—way beyond anything the SFC allows for (for good reason)—or your damage values are way too high for what Mechwarrior generally represents with the bigger mechs.

    Assuming the Atlas has Toughness 59 (28), the SRM 6 has a 40% chance to deal a wound and over a 26% chance of dealing two. That means it takes less than half a dozen missiles to completely destroy an Atlas, which from what I understand of the mech warrior universe, is not in line with how powerful missiles are supposed to be. If the Atlas is 87 (59) then firstly it has the same kind of Toughness that you would expect out of a planet killer-level cruiser, which is absurd for a 5-story tall robot. Those SRM now only have less than a 2% chance of causing even a single wound, but the Heavy Gauss rifle doesn't even have a 10% chance.

    Have you tried just using the normal SFC mech rules to create the Atlas? It functions very well as just a Heavy-chassis mech (up to a total Toughness of 56 (28)—the AP variant of the SFC Heavy Cannon is basically like a rifle against it, dealing a wound around 40% of the time), though SFC missiles would need their damage scaled down a little bit to be in line with weaksauce Mechwarrior missiles.
    My thoughts, musings, and general character adaptations on Savage Everything. Now featuring Suppressive Fire that actually works!

    Comment


    • Gojira54
      Gojira54 commented
      Editing a comment
      I did use the SFC to build the Atlas, clearly i need to adjust the weapon damage values above all else. Thanks for the help.

    • DoctorBoson
      DoctorBoson commented
      Editing a comment
      Ah, okay. Looks like the Atlas' armor is a smidge high, then; assuming that it's a Heavy Walker (which it should be based on its size), the base Toughness can max out at 28 (Reinforced Chassis × 3) and its Armor should max out at 28 (Armor × 10) for a total of 56 (28), not 59 (28).

      The Warhammer is ridiculously heavily armored, though; it should only be a Medium mech, which means 19 base Toughness and a maximum of 22 Armor (Armor × 8) for a total of 41—if it's supposed to be that tough, which I don't think it is. Might be better to bump that down to 35 (14) instead (Reinforced Chassis × 1 and Armor × 4)

    • Gojira54
      Gojira54 commented
      Editing a comment
      I used the Super Heavy stats for the Atlas as it is an assault class mech, the Warhammer i used the Heavy stats as it is a heavy mech.

  • #5
    Thank you for the assistance everyone, as you can tell numbers are not my strong point. Adjusted damage and AP values to be closer in line with the original SFC guidelines.

    Mechwarrior Weapons
    Clan weapons use same values, but cost 1 less Mod and can not reduce the mod cost to less than 1.

    Energy Weapons
    Small Laser: Dmg: 2d10, AP: 5, Range: Mods: 1

    Medium Laser: 3d10, AP: 10, Mods: 2

    Large Laser: Dmg: 4d10, AP: 15, Mods: 3

    PPC: Dmg: 5d10, AP: 20, Mods: 4

    Ballistic Weapons
    -Auto Cannons
    AC 5: Dmg: 3d10, AP: 10, Shots: 16, Mods: 3
    AC 10: Dmg: 4d10, AP: 20, Shots: 12, Mods: 4
    AC 20: Dmg: 6d10, AP: 30, Shots: 8, Mods: 5

    -Ultra Auto Cannons
    Ultra AC 5: Dmg: 3d10, AP: 10, Shots: 16, ROF: 4, Mods: 4
    Ultra AC 10: Dmg: 4d10, AP: 20, Shots: 12, ROF: 3, Mods: 5
    Ultra AC 20: Dmg: 6d10, AP: 30, Shots: 8, ROF: 2, Mods: 6

    Gauss Rifle: Dmg: 5d10, AP: 30, Mods: 5

    Heavy Gauss Rifle: Dmg: 6d10, AP: 40, Mods: 6

    Missiles
    Additional ammunition is equal to the launchers capacity per mod. EXAMPLE: SRM6 ammo is 6 rounds per 1 mod.

    -LRM, AP: 10, Range: 200/400/600
    LRM 5: Dmg: 6d6, Shots: 12, Mods: 1
    LRM 10: Dmg: 6d6+2, Shots: 10, Mods: 2
    LRM 15: Dmg: 6d6+4, Shots: 8, Mods: 3
    LRM 20: Dmg: 6d6+6, Shots: 6, Mods: 4

    -MRM, AP: 20, Range: 75/150/300
    MRM 10: Dmg: 8d6, Shots: 10, Mods: 1
    MRM 20: Dmg: 8d6+1, Shots: 8, Mods: 2
    MRM 30: Dmg: 8d6+2, Shots: 6, Mods: 3
    MRM 40: Dmg: 8d6+3, Shots: 4, Mods: 4

    -SRM, AP: 30, Range: 25/50/100
    SRM 2: Dmg: 8d6+1, Shots: 10, Mods: 1
    SRM 4: Dmg: 8d6+2, Shots: 8, Mods: 2
    SRM 6: Dmg: 8d6+3, Shots: 6, Mods: 3

    NARC Beacon
    Range: 100/200/300
    A beacon that when fired at an enemy draws all allied missiles until the start of your next turn. Provides a +1 to allies attack rolls with missiles on your chosen target.
    Requires line of sight, this weapon does not have a guidance system and travels in a straight line.


    Last edited by Gojira54; 06-14-2018, 01:39 AM.

    Comment


    • #6
      Per forum rules, please don't post direct conversations of other companies' property here. You can post these elsewhere and link back here.
      'But I don't want to go among mad people,' Alice remarked. 'Oh, you can't help that,' said the Cat: 'we're all mad here.'

      The Order of the Dice... OF DOOM!

      Comment


      • Gojira54
        Gojira54 commented
        Editing a comment
        My appologies, was not intentional.
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