Showing posts with label Robotech. Show all posts
Showing posts with label Robotech. Show all posts

Saturday, June 14, 2014

Powered by FU 1 — Mecha, part 3

Although it has been a while since I actually ran my Robotech session, it was a fast-paced exciting game that recreated the energetic anime vibe for me. FU lends itself well to a faster-than-the-eye-can-track animated experience in tabletop form. However, there were some things that were lackluster for me:
  1. Character rank does nothing
  2. Characters have little to differentiate them from others (other than their armament)
  3. I didn't like that characters and their Mecha are inseparable
  4. There is nothing to foster a true roleplaying experience (characters out of their vehicles doing things, perhaps even other professions than pilots)
With that in mind, I re-designed the hack. Here it is:

FUbotech (Macross edition) for lack of a better term...
A hack for fast-paced Robotech adventures (take 2).

CHARACTERS

In my newest version of this hack, characters become regular FU characters (even with gear if they want).
So, characters have a:

CONCEPT

Here’s where their pilot stuff come in. Being an “Ace Veritech Pilot” grants them permission to do stuff piloting those vehicles. Period.

These are “esoteric” abilities, which are unlocked through having an appropriate Concept. If characters have a related Concept, the GM might allow actions with a penalty die thrown in. (Remember Rick Hunter piloting a Veritech for the first time? He still had a pilot Concept!)

DESCRIPTORS

The usual ones: BodyMindEdgeFlaw

RANK

Players can still devote their Edge to a Rank Descriptor if they want. What is Rank used for? In large battles, it can be added to rolls during command, provided that rank is greater than that of their opposing force. All pilots are officers and their Rank (whether they have chosen it or not) defaults at Second Lieutenant. So, if the players are running a large-scale battle with the actions of the whole squadron at stake, the highest ranking member can add a bonus die for the Rank when attempting complex maneuvers.

Choosing a Rank (which can shift between adventures) can represent that the character is a tactician, a career officer, and more about command than typical fly-boy stuff.

Ranks include (from lowest to highest): Second Lieutenant, First Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, Brigadier General, Major General, Lieutenant General, and General. Note that pilots above the rank of Major generally have command obligations and relinquish flight missions to lesser officers.

GEAR

This could be downplayed, but might include weird things pilots might carry like: Fuzzy DiceLucky CharmAntique SidearmPhoto of Significant Other

MECHA

This is the type of armored vehicle paired with the character, and represents a different “character” (meaning is not directly linked to the character and is replaceable). Generally, a vehicle needs no specific Descriptors. Its main components are its set Conditions and its particular set of Armament (see below). A mech with no specific Descriptors will represent the average vehicle in its scale. If a particular mech has Descriptors, these will describe specific above or below normal capabilities among its scale. For example, a Destroid Spartan may have Heavy Ablative Armor perhaps with Slow.

CONVERTIBLE MECHA

Mecha that are specifically convertible (such as the Concept: Veritech Fighter (VF-1D)) will have the following modes and Descriptors attached to them:
Edge (+)ModeFlaw (–)
SpeedFighterTargeting
StabilityGuardianAcrobatics
Targeting, Useful WidgetBattloidSpeed

ARMAMENT

Players may outfit their mecha with armament or upgrades. Most mecha will have 6 points to spend on impermanent Descriptors. To gain the bonus die in combat, the player will have to “burn” the Descriptor, scratching it off. In addition to granting the bonus die, an additional bonus die can be used if the situation fits the “tag”. Other abilities may also be present.

CostArmamentTagAbilities
4Long-Range MissilesPotentA hit may bypass an enemy’s Conditions to destroy them
2Medium-Range MissilesAccurate
2Short-Range MissilesA “yes, and…” destroys more than one target
1Gun PodPoint Blank
2Super ArmorGrants one more Condition Slot: Near Miss
1External Missile BatteriesExtra missiles can combine two or more targets into one “squad”
2Booster RocketsSpeed

Multiples of any one item may be purchased. Such purchases may simply represent a higher ammo storage. Burned Descriptors are not regained until the mech is refueled/repaired. All mecha are assumed to have laser and particle beam canons permanently attached to the vehicle, and thus attack even if no further armament remains.

CONDITIONS

Each mech will have a total of three Conditions to tick off: My N Is Compromised! (where ‘N’ is some subsystem), She’s Barely Holding Together!, and Bail Out!. The freeform Condition can represent any form of damage a player wishes (so long as it’s not so limited as to provide no hindrance at all), adding a specific setback and allows for some creativity. The second represents more significant mechanical failure and provides its penalty die to all maneuvers and actions. The final Condition means the entire vehicle is compromised and the character must take actions to safely eject or escape ultimate destruction.

Players can take actions to mitigate some of this damage by:
  • spending an FU Point to add one more freeform condition targeting a specific vehicle sub-system (once only per session), or
  • take a personal Condition in the form of some relevant injury (ConcussionUnconsciousInjured).

PLAY AND DOGFIGHTING

During missions, characters can participate in various types of action. This might mean one on one dogfights, providing support, rendezvousing with other craft, formation flying, specific fighter-to-vessel targets, and so forth.

Some rolls that can be made might include:
  • “Does Rick Hunter get the better position over his opponent?”
  • “Does he hit his target?” or
  • “Does he evade pursuit?”
Only by getting into advantageous position can a character make use of its attack power. All opponents are assumed to be one-shot kills with only a few descriptors at best (possibly for pilot ability or enhanced mech system), unless they are fully-fledged combat aces built like regular PCs.
In combat, characters can go through an exchange of positioning with opponents to maneuver in for the kill. However, when facing multiple opponents, descriptors can start to stack, making it more dangerous to take on multiple bogies. Results of Yes, but… or No, but… may indicate advantageous or negative positioning to some, but not all, engaged vehicles.

Helping out teammates is an effective way of stopping or reducing this cumulative stack.

FU POINTS

Characters start play with 1 Point but can get more for:
  • Acting with daring
  • Showing off in front of a crowd
  • Getting two or more kills in a single dogfight
  • Saving a comrade in a pinch

NON-PLAYER CHARACTERS

Most NPCs, whether friendly or hostile, will mostly be of the “extras” variety, possessing perhaps a rank, and a mecha (with or without armament or modifications). Usually, no armament will be included to enhance speed of gameplay and the typical run-of-the-mill cannon fodder. However, some more notable challenges, included enemy or rival ace pilots or team leaders, will be built like normal characters. These latter types of NPCs should be reserved for dramatic moments. Some might even have an equivalent of FU points which the GM can use to throw in an extra penalty die against players to represent special ace maneuvers or trick shots.

When it comes to enemy mecha, most will only possess the Concept, “Zentraedi Battlepod”, representing the mass-produced enemy infantry fighting machines. Battlepods are relatively easy to build, somewhat minimally constructed, and are weak, but versatile. Although they are weak, as far as armor goes, they make up for it by sheer numbers. Unlike convertible mecha, such as the Veritech Fighters, battlepods are not convertible, but can serve equally well as flyers, walkers, and so cover a variety of needs. Therefore, they do not get additional bonuses for speed, maneuverability, or firepower. They are just “average” at about everything.

Optionally, GMs may wish to include a Flaw: Poor Armor Rating which can represent the fact that they can go up in cinders from an errant laser bolt. Any attack “Beat the Odds” roll against a battlepod that results in an uncertain result (“Yes, but…” or “No, but…”) may have a secondary roll to see if any non-direct hits result in bypassing their weak armor and factoring both their “Battlepod” and “Poor Armor Rating” Descriptors (at a 50% chance of a “Yes…” result occurring), thus representing their greater destructibility. However, they should not factor in to the first basic attack roll. Many groups may opt out of this, as it requires more rolling and goes against the spirit of FU.

Additional armament or modification Descriptors may include:
  • Short-Range Missile Mount: Multiple Short-Range Targets (no more than two of these)
  • High-Power Particle Beam Turret: One Medium or Short-Range Target
Officer’s battlepods might have additional characteristics, including:
  • Armor-Plated
  • Medium-Range Particle Cannons (representing both arms)
  • Booster Rockets

SCALE

Normally, three levels of scale are assumed between conflicts: man, mech, and vessel. Although no rule really needs to be instituted for these examples, when it comes to opponents of different scale, the GM may wish to impose a number of penalty or bonus dice (one or two). Use common sense. In the case of a mech maneuvering against a Zentraedi battle cruiser, the smaller object may get a bonus to maneuverability against the slower, bulkier larger vessel. However, if a cannon of a large frigate successfully hits a small Veritech, assume it’s a one-shot kill.

The best way to deal with scale using FU is to ask logical questions. Instead of determining whether a smaller vessel can harm a larger one, break the questions down into discrete actions that make logical sense. Instead of asking whether a Veritech’s missiles destroy the enemy battle cruiser, it will make more sense (and be more exciting) to stage how, for example, a fighter might breech the hull, fly within, avoiding the sentinels, find the ship’s reactor, plant a explosive device, and escape the blast radius, all while evading pursuit.

In other words, most scale issues are worked out through…an adventure!

Monday, June 2, 2014

Powered by FU 1 — Mecha, part 2

Continuing from here, this is the actual write-up portion of my Mecha game set in the Robotech Universe.

PLAYER CHARACTERS

Bryce Rogers
Descriptors: Second Lieutenant, Ace Pilot Maneuvers, Eager to Prove Himself
Mecha: Veritech VF-1A, Gun Pod x4
Conditions:
  • [ ] I’m hit! …but still in action…
  • [ ] My fighter’s compromised! I can barely hold her!
  • [ ] Bail out!
FU Points: 0

NON-PLAYER CHARACTERS

Cody Tisch (mission leader)
Descriptors: First Lieutenant
Mecha: Veritech VF-1A
Conditions:
  • [ ] I’m hit! …but still in action…
  • [ ] My fighter’s compromised! I can barely hold her!
  • [ ] Bail out!
Jeffrey Pardo
Descriptors: Second Lieutenant
Mecha: Veritech VF-1A
Conditions:
  • [ X ] I’m hit! …but still in action…
  • [ ] My fighter’s compromised! I can barely hold her!
  • [ ] Bail out!

MISSION OBJECTIVE BRIEFING

Alert Status: Yellow
Location: Mars base, Port Justice, after a raid and distress call.
Threats/Severity: Long range scans indicate widespread destruction, but no Hostiles. All communication has ceased, and it is unknown whether there are any survivors. There are little but questions.
Objective: Recover the central communications relay and transcript repository.
Details: The mission is covert, so maintaining radio silence is a priority. Fighters will be lightly armed, and engagement with enemy Hostiles must be avoided. Evade, and engage only if necessary. Lt. Cody Tisch will serve as mission leader in this three-man team.

After the mission briefing, Bryce saluted Major Albright. The three teammates, including Jeff Pardo, grinned at one another. For Bryce, this was his first real mission other than run-of-the-mill ones.
The ARMD-7 with a crew of 600 with twenty-four pilots, each sharing one of its twelve Veritech fighters neared Phobos, where it would keep at a high orbit. The three members of the Vermillion squadron were shuttled to their waiting fighters.
The light was green and the fighters scrambled. Once in space, the three pilots gave hand signals from their cockpits of all systems go and formed up into a tight formation. At this distance, ETA was two hours at cruising speed. They readied their short-range radios which they could use only at need. The crew of ARMD-7 would not hear their communications.
“Why do you think they want this to be so secret?” asked Rogers after a stint.
“Beats me,” answered Pardo.
“No chatter, boys,” chided Lt. Tisch. Cody was the experienced one. Both Rogers and Pardo were rookies. “From here on out, keep quiet and keep your eyes peeled. Anything can yet happen…”
~the twist~
An hour into the flight, Pardo broke silence. “I’m getting some readings. Is it me, or is that a heavy cruiser parked over in that asteroid belt?”
Tisch responded, “You better hope not. Keep your eye on it…”
“Shouldn’t we warn command?” asked Bryce.
“Keep long wave silence. We continue on to the objective. Command wants those transcripts. Out…”

EXECUTION

The three fighters streaked through space and neared the thin atmosphere of Mars. They made entry twelve hundred kilometers from the base site to come in by stealth.
  • Does Bryce spot anything? [unlikely] Yes, but…
As their altitude lowered, they soared through the desert mountains of the Red Planet. Suddenly, something came over Bryce’s sensors, but abruptly disappeared. Whatever it was, it was grounded, little more than a brief movement.
“Lieutenant,” he crackled over the short-range, “I could swear something just moved down there. I got a bad feeling about this…”
“Kid,” answered Tisch, “I had a bad feeling the moment you graduated from the academy! But keep your wits about you. It might be a battlepod, or survivors.”
“I can take a swing-by,” offered Bryce.
  • Does Tisch refuse? [likely] Yes, but…
“That’s a negative, Rogers. We got to stay on task…just keep your eyes open.”
The three continued, coming over a ridge. Beyond that was a dry ocean bed where the base was located. The site was still smoldering. It was utterly destroyed. There was no movement below, whatsoever. No power registered.
The team flew at high speed and low altitude.
“Keep tight,” said Tisch. “We’ll take one more pass to make sure we don’t land in a nest of hornets, then we’ll set down close to the command tower.”
Both Bryce and Jeff were astonished and horrified. “How many were here?” asked Jeff.
“At least two-thousand,” answered Cody. “Button those lips, boys.”
  • Do they pick up anything? [very unlikely] No…
They completed their second circle, picking up no movement or threats. The two rookies followed Cody in, converting to guardian mode to touch down. In formation, the three faced out like a triangle, seeking any hostiles.
“Clear!” all three checked in.
“Okay, convert to battloid mode and follow me in,” said Lt. Tisch.
Three massive robots stepped forward toward the ruined command center. They entered a loading area with a shorn-off door. Inside, they encountered a heavy blast door blocking the way to points further inside.
“As I figured,” said Tisch. “There maybe survivors in here. You two, cover me while I get this door open.”
Bryce and Jeff stood guard while Cody activated the security interface module on his mecha’s right arm. The two guarding pilots couldn’t see the shadow of movement from their vantage point, but amidst the rubble, things moved about. Zentraedi battle pods closed in.
  • Does Cody get the door open? [security measures] No, and…
As Lt. Tisch worked, a charge built up and fried the terminal. A second blast door dropped suddenly down in front of the first.
“Damn!” he said. “The terminal was boobie-trapped. We’re going to have to do this the hard way. Pardo, keep guard. Bryce, you’ve got extra ammunition. Take out the door!”
  • Does Bryce destroy the door? [gun pod, Veritech VF-1A, battloid mode, blast door, blast door] Yes…
Bryce turned and opened fire at point blank range. Thousands of rounds blazed in three seconds. The doors became smoking slag.
  • Does that attract the enemy? Yes, but…
Outside, more battlepods gathered. However, their commanding officer held back their attack. “We must wait for them to return out of the command tower. Hold fire!” and baritone alien voice said.
  • Are there any traps? [likely] Yes…
The three pilots stepped forward as the smoke and debris cleared. Bryce was the first to step forward. “Evasive maneuvers!” he called over his com. Before him was a hastily rigged display of short-range missile racks. The trigger was tripped, and all at once, the things fired.
  • Does Bryce evade the missiles? [veritech VF-1A, battloid mode, ace pilot maneuvers, short-range missiles x3] Yes, but…
  • Does Cody evade his? [veritech VF-1A, battloid mode, short-range missiles x3] No, but…
  • Does Jeff evade his? No…
The explosions were terrible, and destroyed much of what was left in that corner of the building. Bryce’s mecha was knocked aside like a toy where he landed against the steel supports of the building. The shock dazed him in his cockpit momentarily, but his screen went black. A few moments later, the screen flickered back on. He saw a ruined loading area. Lt. Tisch’s voice came over the com.
“Is everyone alright?”
“I think so,” answered Bryce. “My systems shut down…I think I’m on a backup circuit, but all appears to be normal.”
Jeff was the last to answer. “I’m hit, but still in action.”
Cody whistled. “That was close! There was enough explosive power to take out a whole squadron. I’m guessing the passage choked out many of them. I’ve got damage, but it looks like nothing that can’t be repaired.”
“Well, let’s handle that now,” suggested Bryce. He guided his metal behemoth over to Cody’s position. Examining, it was pretty superficial damage. He activated his repair module and knelt next to the area in the back of Cody’s mecha. In moments, the repair was finished. “There!”
“Thanks,” answered Cody. “Let’s move on…”
When the air cleared, the three moved in. They switched on search lights.
  • Any signs of life? [very unlikely] No, and…
Once inside a ways, they came to the parts more intact. The damage was extensive. Readings showed toxic gas and some radiation. The dead were strewn about, but so were enemy Zentraedi battlepods and even some infantry. It was a mess. The three surveyed the destruction silently as they passed.
Once deeper, Cody was directed by his on-screen nav to a service elevator. The three removed the doors by force and made a controlled descent through the empty shaft to the bottom.
  • Is the relay intact? [likely] Yes, and…
The three made it to the control room. It was not only intact, but emergency power was still on. “This is good,” remarked Lt. Tisch. “We should have all the data.” Quickly, he recovered the components and extracted the transcript recorder. “I’m going to extract the data now and transmit to you both so we have extra copies.”
Soon, it was done.
~the twist~
Cody had scarcely turned to lead the others out, when Jeff spotted movement. “Battlepods! It’s a trap!”
Suddenly, laser fire lit up the room and explosions blasted a nearby tank of gas. Fire spread everywhere. “Lieutenant?!” asked Bryce.
“Open fire, gentlemen,” came the answer, a blatant defiance of their explicit orders.
  • Does Tisch deal with his? [Veritech VF-1A, Battloid, Battlepod] Yes…
Cody brought his mecha into a run to take cover behind a service vehicle. Crouching, he let out a few loud bursts from his gun pod. One of the Zentraedi stepped out of the smoke, making a clear shot for the Vermillion pilot. Armor-piercing rounds reduced the enemy mecha to ruin.
  • Does Pardo deal with his? [Veritech VF-1A, Battloid, I’m Hit!, Battlepod] Yes…
Likewise, Jeff Pardo found cover, and disabled another.
  • Does Bryce take care of his? [Eager to Prove Himself, Veritech VF-1A, Battloid, Gun Pod, Battepod] Yes, and, AND…
Seeing that they were trapped, and eager to prove himself in battle, Bryce used thrusters to cover the distance, jumping right amid the firefight. Laser fire and friendly fire both narrowly missed him. He stood before the last hostile, taking it out at point blank range. Behind their cover, he could see three more coming. He stepped his mecha out into full view and opened fire. All three battlepods were smoking ruins. He continued his fire and blasted through one of the bulkheads, finding an alternate exit.
“C'mon!” he said to the others. “So we’re not trapped where they want us!”
The others followed after.
“Lieutenant!” called Jeff as they thrusted upward through an auxiliary conduit. “Drones!”
From behind, small unmanned reconnaissance drones flew after the three, recording their whereabouts.
“Okay,” Tisch answer. “There’s a conduit nearby that runs underground to an adjacent facility. Let’s loose them and hide our trail.”
  • Does Bryce take out the drones? [Small, Maneuverable, Veritech VF-1A, Battloid] Yes, but…
Bryce slowed to a hover. “I’ll get them.”
He opened fire, filling the conduit with bright tracers. Several of the things were destroyed, but several evaded, taking side passages.
“There’s too many!”
“We’ll have to block off access,” relied Tisch.
Together, they found a fuel cell. They set a small charge while Bryce held the passage behind them
  • Do they close off pursuit? Yes…
After a bright fiery explosion, a main beam collapsed and the way was shut behind them. “Hopefully we can get out of here,” Jeff commented.
“Come on!”
Cody led through a narrow way underground. In some places, they had to stop and manually remove obstructions.
  • Is the way clear? Yes, and…
Once through, the way opened to a subterranean hangar bay that was largely intact.
“Okay. Topside, boys,” said Tisch.
The three converted to guardian mode and rocketed upward and out. There were no sign of the battlepods.
“Over there, Lieutenant,” said Bryce.
To the southwest in the direction of the main building, a large group of battlepods formed up in a ring, waiting for them to emerge.
“Damn, that’s a huge battalion!” remarked Tisch. “Alright, let’s fly low at best speed below their radar and climb to escape velocity later.”
  • Do they escape notice? Yes, and…
The three flew away unnoticed and unmolested, seeing no more Zentraedi hostiles.

MISSION DEBRIEFING

Back at the ARMD-7, the three pilots congregated with Major Albright. All pictures and video from the fighters were offloaded, including the records from Port Justice for analysis.
“A good job, gentlemen,” the Major said with a salute. “You’ve done well, and the General may award you all medals for this effort. Any lesser pilots would not have returned.
“Although you didn’t strictly adhere to your orders, under the circumstances, I see no other option you could have exercised.
“Our analysts have confirmed that a Zentraedi destroyer-class cruiser was hiding in the DGZ-6 asteroid field. Reinforcements are coming to rendezvous with us as we speak. Although the Admiral has raised the alert level, earth forces can now act with more confidence and authority given the data you’ve brought back.
“Although I would be happy to send you off for shore leave, stay on alert. At least get yourselves a well deserved drink!”

Powered by FU 1 — Mecha, part 1


For my first demonstration of FU, as discussed here, I'm configuring the system for Mecha. This is an old hack I put together a couple of years ago and posted the results elsewhere. I also made a mission builder for this which is different from the Twist of Line that I'll be using for other demos. This one is also a full fledged write-up, so I apologize in advance for the length. Others will not be as long. I'll also split this one in two posts, the first with the hack particulars and mission builder, and the second for the actual play write-up.

CHARACTERS

Descriptors — Rank, Edge, Flaw, Mecha, Armament or Modification (in multiples)
All characters assumed to have a Mecha as part of his character. Edges can be anything, but might be specialties such as gunnery, fly-boy, etc. Rank reflects actual command rank and can increase (or decrease) between missions based on mission success. Ranks include (from lowest to highest): Second Lieutenant, First Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, Brigadier General, Major General, Lieutenant General, and General. Note that pilots above the rank of Major generally have command obligations and relinquish flight missions to lesser officers.
Mecha — type of armed mech, and suitable for all things at which such vehicles accel. If that particular vehicle has convertible capability, then that descriptor may be used to grant bonus/penalty die above the descriptors base die based on the following:
  • Fighter Mode: [+] Speed, [–] Gunnery/Targeting
  • Guardian Mode: None
  • Battloid Mode: [+] Gunnery/Targeting, [–] Speed
Armament/Modification — types of weapons aboard the vehicle. Armament typically with limited supplies of ammunition (missiles or gun pod) grant its base die by fitting the primary affinity for the descriptor based on the following:
  • Long-Range Missiles: Potency [4]
  • Medium-Range Missiles: Accuracy [2]
  • Short-Range Missiles: Multiple Short-Range Targets [2]
  • Gun Pod: Point Blank Range [1]
  • Super Armor: Resisting Damage [2]
  • External Missile Batteries: Multiple Short-Range Targets [1]
  • Booster Rockets: More Speed [2]
The number following the armament/modification represents the cost of that item. Each player can begin play (a “mission”) with 6 points to spend. Multiples of the same item can be purchased. Using items for a bonus to a roll requires burning the descriptor itself, and not replacing it until the mecha is refueled/repaired. All mecha are assumed to have laser and particle beam canons permanently attached to the vehicle, and can thus attack even if no further armament remains.

PLAY

During missions, characters can participate in various types of action. This might mean one on one dogfights, providing support, rendezvousing with other craft, formation flying, specific fighter-to-vessel targets, and so forth.
Some rolls that can be made might include:
  • “Does Rick Hunter get the better position over his opponent?”
  • “Does he hit his target?” or
  • “Does he evade pursuit?”
Only by getting into advantageous position can a character make use of its attack power. All opponents are assumed to be one-shot kills with only a few descriptors at best, unless they are fully-fledged combat aces built like regular PCs.
During combat or action maneuvers, characters must pass through the following Conditions:
  • I’m hit! …but still in action…
  • My fighter’s compromised! I can barely hold her!
  • Bail out!
Characters can spend an FU point to substitute a “targeted” Condition in lieu of one of the above damage tracks. Such Conditions can and should be creative and disable one or more systems of their vehicle. Such things might be:
  • My ailerons are jammed!
  • There goes my blast shield…
  • Thrusters are cutting out on me!
…or things hat might compromise maneuverability, speed, firepower, or other systems.

DOGFIGHTING

As above, characters can go through an exchange of positioning with opponents to maneuver in for the kill. However, when facing multiple opponents, descriptors can start to stack, making it more dangerous to take on multiple bogies. Results of Yes, but… or No, but… may indicate advantageous or negative positioning to some, but not all, engaged vehicles.
Helping out teammates is an effective way of stopping or reducing this cumulative stack.

FU POINTS

Characters start play with 1 Point but can get more for:
  • Acting with daring
  • Showing off in front of a crowd
  • Getting two or more kills in a single dogfight
  • Saving a comrade in a pinch

NON-PLAYER CHARACTERS

Most NPCs, whether friendly or hostile, will mostly be of the “extras” variety, possessing perhaps a rank, and a mecha (with or without armament or modifications). Usually, no armament will be included to enhance speed of gameplay and the typical run-of-the-mill cannon fodder. However, some more notable challenges, included enemy or rival ace pilots or team leaders, will be built like normal characters. These latter types of NPCs should be reserved for dramatic moments. Some might even have an equivalent of FU points which the GM can use to throw in an extra penalty die against players to represent special ace maneuvers or trick shots.
When it comes to enemy mecha, most will only possess the Descriptor, “Zentraedi Battlepod”, representing the mass-produced enemy infantry fighting machines. Battlepods are relatively easy to build, somewhat minimally constructed, and are weak, but versatile. Most enemies encountered will only have their battlepod Descriptor, which can be utilized for most maneuvers, attacks, and so on. Although they are weak, as far as armor goes, they make up for it by sheer numbers. Unlike convertible mecha, such as the Veritech Fighters, battlepods are not convertible, but can serve equally well as flyers, walkers, and so cover a variety of needs. Therefore, they do not get additional bonuses for speed, maneuverability, or firepower. They are just “average” at about everything.
Optionally, GMs may wish to include a Flaw: “Poor Armor Rating” which can represent the fact that they can go up in cinders from an errant laser bolt. Any attack “Beat the Odds” roll against a battlepod that results in an uncertain result (“Yes, but…” or “No, but…”) may have a secondary roll to see if any non-direct hits result in bypassing their weak armor and factoring both their “Battlepod” and “Poor Armor Rating” Descriptors (at a 50% chance of a “Yes…” result occurring), thus representing their greater destructibility. However, they should not factor in to the first basic attack roll.
Additional armament or modification Descriptors may include:
  • Short-Range Missile Mount: Multiple Short-Range Targets (no more than two of these)
  • High-Power Particle Beam Turret: One Medium or Short-Range Target
Officer’s battlepods might have additional characteristics, including:
  • Armor-Plated
  • Medium-Range Particle Cannons (representing both arms)
  • Booster Rockets

MISSION BUILDER

  1. Roll a set of Rory’s Story cubes, pick freely from the set, and answer the following questions:
    • Where will the action be set?
    • What is the main threat the characters face?
    • What are the overall odds the characters face?
    • What is the cost of failure?
  2. Next, roll a d6 to answer what the character’s role is:
    • [1] Support — the character’s role is secondary to other major players.
    • [2] Escort — the character must accompany the main means of achieving the objective.
    • [3] Seek and Destroy
    • [4] Rescue/Recover
    • [5] Reconnaissance
    • [6] Intercept
  3. Roll another d6 and determine if the overall stance is:
    • [1-2] Aggressive
    • [3-4] Defensive
    • [5-6] Covert
  4. Play out the scenario in however many scenes it takes to conclude the mission. Each mission should have three stages: a mission objective briefing (setup and plan), execution (actual mission operation), and debriefing (homecoming and conclusion). Between each of the three segments, there exists a chance for a twist. On an odd result of d6, an unexpected ambush or negative twist occurs. Roll one or two Story Cubes to inspire an event that has the potential to derail the mission and must be overcome.
  5. Once concluded, roll another one or two Story Cubes to inspire the implications of the mission success or failure. Determine the alert status (condition within an overall conflict of multiple missions, from green to yellow to Red) by lowering or elevating the overall threat level.
  6. Repeat step one, above, for a new mission.