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Almarck
2015-08-16, 09:54 AM
So, after a few weeks of working on this subsystem, I have decided that it was finally time to post this on giantip as I go there on occasion. I am aware that this site is primarily a D&D place, but there’s bound to be someone interested in this.

Thanks to Reighnhell and Amechra for their support.





While I am certain the default Vehicle rules probably cover most of the rules to having Mechs, I’ve thought that there’d need to be some slight tweaks here and there considering unlike say a car, Mechs in many fictional settings have melee attacks and are able to make dodges if the situation calls for it, like say having to engage in a melee with another mech.


Now, I am very certain that in the normal World of Darkness, bipedal or humanoid robots don’t usually have a place, but I don’t know, maybe it’d be cool (or horrifying) if they showed up every now and again to highlight danger… or provide really awesome moments. Maybe you can have TF:V agents pilot one around to physically challenge werewolves who could overturn tanks, or go find an ancient Atlantean version that keeps a long dead Mage in life support. Or maybe a Spirit or Ghost uses one in place of a fleshy host. Or you know, be in a Scifi setting like the Mirrors supplements offer…


Mechs, or Walkers as they are sometimes called, are specialized vehicles that draw their primary form of locomotion from their legs.
Due to their unique, typically vertical layout that sets them apart from other vehicles, walkers typically have slower accelerations and speeds than cars or planes, but typically possess advantages no other vehicle class shares. Most of a walker’s functions and operations are controlled by a single person within its cockpit, called the pilot. Piloting a Walker uses the Drive (or Pilot) skills similar to an ordinary vehicle. Handling impacts the Mech’s mobility as it would any car.

Walkers are able to apply their motors towards tasks other than moving itself, represented by a Strength score. Whenever the pilot of a Mech requires Strength for any reason, whether it be lifting or striking an object or creature, the Walker’s Strength is used in place of the pilot’s. For example, striking a foe in melee with the Mech’s hands or feet is a Walker’s Strength + Pilot’s Drive skill. Uses of Strength are not penalized or benefited by the Walker’s Handling.

Mechs often possess grasping limbs such as hands or claws. By default, they count as +0L weapons, but may be used as manipulators in most cases. Weapons are often attached to the forearms or structure of a walker. Unlike with human characters, a Mech suffering an arm wrack and being forced to use the other does not incur offhanded penalties, though using damaged arm does result in penalties and obviously completely losing an arm also means any weapons systems built into it are also lost.

Built it firearms also do not suffer any penalties from the Mech's Handling and require the use of the Firearms skill. Built in weapons do not have typical magazine sizes as they are constant being loaded automatically without the need for the pilot to individually reload at each weapon manually; the process happens on its own and fast enough that keeping track of reloads is redundant. Instead, treat the total rounds of a given weapon on a Mech as the effective "magazine capacity".

Due to their legged nature allowing for quick deviations of motion, Mechs possess a Defense score. Defense is calculated as the lower of the pilot’s Dexterity or Wits (Or Finesse in the case of nonphysical drivers) + Drive (or Pilot if you prefer). Defense is penalized by the Mech’s Handling due to the size and bulk of the walker, but bonuses to Handling do not raise Defense. Obviously, an unpiloted Mech is considered as having a Defense of 0.

While inside a Mech, the pilot is considered fully covered and thus unable to be directly attacked by any weapons that fail to penetrate the Walker’s Hardness, though nonconventional attacks such as psychic powers and magic may still have an effect on the pilot. Additionally, while inside a fully sealed off Mech, the pilot is completely cut off from the outside world and thus unable to be affected by certain environmental hazards, such as diseases, radiation, and chemical contaminants. While the mech is powered, there is no need to worry about the lack of oxygen as sealed off Walkers have built in air conditioning and oxygen recycling.

Though the pilot is protected from direct harm, damage dealt to the Mech often affects the pilot. For every 2 points of Structure damage the Mech takes, the Pilot takes 1 bashing damage as a result of being tossed around.

While the Mechs presented here are barebones, consider for a moment that walkers would logically have built in lighting systems, radios, and loudspeakers to facilitate communication.

Mechs possess internal batteries that store excess power from their generators. This power may be used to fuel the Mech for 10 minutes/1 scene without its fuel cell dry, whichever ends first or may be used to supercharge actions in a manner exactly similar to spending a willpower point (+3 to 1 action for 1 point). Power is stored at a rate of 1 per hour of having a fuel cell.

As modern Mechs are power hungry and have a difficult time running on common gasoline. Instead, Walkers require special hydrogen fuel cells in order to operate in order to fuel themselves. A single fuel cell will last a Mech for 24 hours of straight operation regardless of environmental conditions and strain. Once depleted, fuelcells must be discarded. Replacing a fuel cell is a single Resources 4 purchase and requires 5 minutes of time to install properly.

Repairing a Vehicle is an extended Dexterity + Crafts roll as described under "Repair Items" in the NWoD corerules. Mech conditions are removed when the damage that caused them is fully repaired or a number of successes as determined by the Storyteller.


Other rules of mechs follow all of the other rules of vehicles, including acceleration, speeds.







Class
Strength
Durability
Size
Structure
Acceleration
Safe Speed
Max Speed
Handling
Power


Civilian
8
3
10
13
4
12
20
-3
3


Light
6
5
10
15
8
25
40
2
3


Heavy
10
8
15
23
4
12
25
-5
2











Generic Civilian Mech: A basic humanoid walker used in construction work for civilian use. It is often mounted with a powertool such as a jackhammer or chainsaw in one hand. Unlike military wakers, the pilot is exposed and thus only barely concealed. It's hands are quite strong as weapons. Default melee weapons are considered +2L weapons



Generic Light Mech: A lighter grade military machine that is designed for use in an urban environment. The Light Mech sports a SAW as its main armaments with an optional grenade launcher. It is easier to maneuver than most other mechs and sports jump jets that allow the Assault Mech to leap a distance of 40 in a single bound, but power for this feature is limited. A Light Mech may expend 1 power to allow it to use this mobility option 5 times in a single scene.


Generic Heavy Mech: A heavy walker that boasts rather impressive armor and firepower. This machine uses its massive strength to carry its powerful weapons and armor systems. By default it comes with a light automatic cannon and antitank rocket launcher like an IFV, but variants have been known to swap the rocket launcher for flamethrowers or another automatic cannon and the default automatic cannon with a high speed or heavier variant for antiair or antitank duties. One unique feature that the Guardian has is that its pilot may opt to fire both of its weapon systems but doing so adds a -5 penalty to both attacks due to recoil and coordination issues. It's powerful hands count as +3L weapons; expending 1 power allows the Mech to avoid the attack penalty. Heavy Mechs have half the operating time as Light or Civilian Mechs, consuming their fuel cells twice as fast and and may only function for 5 minutes per point of backup Power.



Mech Conditions
Mechs can take the following conditions.



Breakdown (Persistent)
Something in the vehicles engine has malfunctioned. While the vehicle may be structurally sound, the defect prevents it from being started. A vehicle with this condition cannot be driven (regardless of its actual amount of structure damage), and must repaired.
Resolution: Repairing the vehicle.
Beat: When the vehicles non-functional state causes the character a significant social or financial hardship.

Cosmetic Damage
Looks matter, and this vehicle looks like hell. Dents, scratched paint, cracked windows and torn upholstery reduce the value of the vehicle (regardless of actual performance). The vehicle Availability rating is considered one less for the purposes of buy, selling, or trading. The shabby appearance of the vehicle might also impose penalties on some social rolls (never more than -1 or having to open an additional door).
Resolution: Repairing the vehicle.
Beat: n/a

Death Trap
The vehicle has suffered significant damage, and is actively hazardous to drive. The Drive suffers a -2 die penalty to Drive rolls while driving this vehicle. Any failed drive roll becomes a dramatic failure.
Possible Sources: The vehicle is taken damage within its last 3 boxes of structure.
Resolution: Repairing the vehicle.
Beat: n/a

Fluid Leak
The vehicle is hemorrhaging fluid vital to its function (such as oil, coolant, or steering fluid).
The vehicle leaves a puddle whenever it goes and if the fluids run out it can cause significant damage. The driver may resolve this condition to gain a beat. Doings so causes the vehicle to gain the “Breakdown” condition.
Resolution: As described above or by repairing the vehicle
Beat: When resolved to gain the Breakdown condition.

Lights Out
The headlamps of the vehicle cease to function, either due to the bulbs burning out or by deeper electrical problems. While this is of little concern during the day, at night the driver suffers penalties to vision based rolls (ranging from -1 for early evening to -5 for pitch black starless nights).
Possible Sources: structure damage to the vehicle, electrical malfunction
Resolution: Repairing the vehicle.
Beat: n/a

Out of Tune
The vehicle is long overdue for a tune up. Worn sparkplugs and dirty air-filters impact performance across the board. The driver of the vehicle suffers a -1 penalty to Drive rolls and a -3 penalty to the vehicle’s acceleration. A vehicle that is this far out of tune can aggravate other mechanical problems.
Resolution: Repairing the vehicle.
Beat: n/a

Poor Fuel Efficiency (Persistent)
The vehicle uses fuel at an increased rate. This could represent everything from a fuel leak to simple bad design. A vehicle with this condition consumes its fuel cell at double the standard rate.
Resolution: Repairing the vehicle.
Beat: the vehicle runs empty at an inconvenient time or during a dangerous situation.

Tuned Up
The vehicle has been freshly tuned, restoring performance to showroom quality. When engaged in high performance driving, the driver may resolve this condition gains a +1 die bonus to drive rolls and a +3 bonus to acceleration for the remainder of the scene.
Possible Sources: Exceptional success on a vehicle repair roll.
Resolution: As described above
Beat: n/a

Uncomfortable
The inside of the vehicle has a nagging flaw that makes prolonged trips a chore. Cramped space, broken air conditioning, damaged seats and other irritants can distract the driver at crucial moments. While driving the vehicle the driver suffers –2 die penalty to all rolls involving perception or concentration
Resolution: Repairing the vehicle.
Beat: n/a

Warped Alignment (Persistent)
The frame of the vehicle is bent to a degree that make it pull noticeable in one direction or shake violently when accelerated beyond a certain point. A vehicle with this condition reduces its safe speed by 10mph.Anyone driving a vehicle with this condition suffers a -2 die penalty to Drive rolls when driving faster than the vehicles modified safe speed.
Possible Sources: Accidents or Vehicle combat
Resolution: Repairing the vehicle.
Beat: Getting into an accident while driving the vehicle with this condition.

Weak Battery (Persistent)
The vehicles battery goes dead easily and often. Even multiple changes of battery do not resolve the problem. Whenever starting the vehicle, roll wits + drive. If the roll successful, the vehicle starts normally; otherwise it refuses to turn over until the vehicle receives a jump start. Certain condition (such as cold or hot weather) and modify the die pool.
Resolution: Repairing the vehicle.
Beat: The battery dies at a dramatically inconvenient time.



Mech Tilts
Mechs can take the following Tilts in combat.


Arm Wrack (Mech)
Your Walker’s arm has taken heavy damage and is no longer fully responsive. Unlike living limbs, the arm still functions, but only just.
Effect: Your Walker’s arm is heavily damaged and thus suffers a -2 penalty to any actions that require it. Some supernatural powers can cripple a Mech’s arm instantly. A Mech can have his arm knocked out by a targeted blow to the arm (–2 penalty) that deals more damage than the Mech’sDurability.
Ending the Tilt: Repairing or replacing the arm removes this Tilt; if the attack that inflicts this Tilt successfully deals damage equal to double the Mech’s Durability, the arm is completely lost and must be replaced.

Cockpit Breached (Mech)
Your Mech’s cockpit has been struck by a blow strong enough to rupture the environmental sealing.
Effect: The cockpit is no longer secure and no longer protects the pilot from the outside world. The cockpit no longer fully covered and is instead substantially concealed (-3 penalty). Additionally, the pilot is now able to affected by environmental Tilts and condition, such as airborne disease and chemical agents.
Causing the Tilt: Some supernatural powers can destroy the cockpit. A Mech can have its cockpit breached by a targeted blow to the cockpit (–1penalty) that deals more damage than the Walker’s Durability.
Ending the Tilt: Repairing or replacing the cockpit removes this Tilt.

Leg Wrack (Mech)
Your leg has taken heavy damage and is barely responsive. Unlike with living limbs, the leg still functions, but only just.
Effect: If your Walker’s leg is broken halve your Mech’s Speed and suffer a −2 penalty on Physical rolls that require movement (and Defense). If both of your Mech’s legs are wracked, your Mech falls over — taking the Knocked Down Tilt — and cannot get up. Your Mech’s Speed is reduced to 1; if you want to move at all, you cannot take any other action. Physical rolls
that require movement are reduced to a chance die.
Causing the Tilt: Some supernatural powers can cripple a Mech’s limbs or break an exoskeleton with a touch. A Mech can
have its leg knocked out by a targeted blow to the leg (–2 penalty) that deals more damage than the Walker’s Durability.
Ending the Tilt: Repairing or replacing the leg removes this TIlt. If the attack that inflicts this Tilt successfully deals damage equal to double the Walker’s Durability, the leg is completely lost and must be replaced.
Note: For simplicity using this Tilt, treat all Walkers as having 2 legs despite how many legs they actually have. For instance, on a four-legged Walker, inflicting this Tilt on one leg actually means two legs have been disabled.

Weapon Destroyed (Mech)
One of your Mech’s built in weapons has been destroyed, removed, or otherwise disabled.
Effect: One of the weapons on your Mech has been rendered inoperable and thus unable to to be used.
Causing the Tilt: Some supernatural powers can destroy weapons. A Mech can have a weapon knocked out by a targeted blow to that weapon (–3penalty) that deals more damage than the Walker’s Durability. Additionally, suffering an Arm Wrack (Mech) that completely destroys the arm also destroys any weapons built into that arm.
Ending the Tilt: Repairing or replacing the weapon removes this Tilt. If the attack that inflicts this Tilt successfully deals damage to double the Walker’s Durability, the weapon is completely lost and must be replaced.




Mech Merits
Would be mech owners may select the following merits as normal.


Going by Feel (•)
Prerequisites: Athletics •
Effect: While you might not be a particularly good driver of other vehicles, you understand Walkers because their motions come completely natural to you. You use Athletics instead of Drive/Pilot for moving walkers. This does not apply to calculating Defense or making melee attacks.

Mechanized Combat Training (•)
Prerequisites: Brawl • or Weaponry •
Effect: Regardless of your other piloting abilities, you know how to fight using your Mech. You may substitute Brawl or Weaponry in place of Drive/Pilot when determining melee attack pools as well as determining your Defense.

Mech (• to •••••)
Prerequisites: Drive •
Effect: You have access to bipedal vehicular exoskeleton, referred commonly as a “Mech” or “Walker”. The Mech may be privately owned, requisitioned from a larger organization, or perhaps stolen (or any other circumstance dictated by background).
This merit represents a specific unit, although this merit may be taken multiple times to represent additional units you have access to. Mechs may be modified by purchasing Upgrade Merits (and many Mechs include a certain number of Upgrade Merit points to allow customization).

• You gain access to a Civilian Mech.
•• You gain access to a Light Mech or a Civilian Mech with 3 dots of Upgrade Merits.
••• You gain access to a Light Mech with 3 dots of Upgrade Merits, or Civilian Mech 4 dots of Upgrade Merits
•••• You gain access to a Heavy Mech, or a Light Mech with 4 dots of Upgrade Merits, or Civilian Mech 5 dots of Upgrade Merits
••••• You gain access to a Heavy Mech with 3 dots of Upgrade Merits, or a Light Mech with 5 dots of Upgrade Merits
Note: Some Storytellers may opt to drop this merit all together and instead allow Mechs to be purchased like any other vehicle. In which case, Upgrade Merits are treated as normal merits the character possess that apply to a single Mech.



Upgrade Merits
Rather than being traits that the Mech Pilot possesses, Upgrade Merits apply to a particular Mech and outline its enhanced capabilities. Using these merits requires dots in the Mech Merit, and the most dots that can be applied to a particular unit are 5 plus the Mechs starting number of Upgrade dots.


Amphibious (• to •••••)
The Mech is designed to function on land and in the water. In water, the Mech can travel at its normal safe and maximum Speed plus 5mph per dot in the Amphibious merit.
Even with this merit, though, pressure and temperature limit diving ability. Assume the Mech can dive 1000 feet for each point of (Durability +Amphibious) it possesses.

Amplified Strength (• to •••••)
The Mech has been designed for raw mechanical power.
Prerequisite: Civilian or Heavy Mech
Cost: 1 Power/Scene
Once activated, the Mech can automatically lift anything with a Size equal to or less than its Size + Amplified Strength. If it throws lighter objects like a weapon, that item is considered aerodynamic. Any time you make a feat of strength with the Mech, add its Amplified Strength dots to the roll. These dice do not apply to combat actions, only feats.

Armor Enhancement (• to •••)
The Mech has been designed with reinforced construction. Increase the Mech’s Durability by an amount equal to the dots in this merit. Any increase in Durability increases the unit’s structure by an equivalent amount.

Boost (••)
Prerequisite: Generator ●+
Cost: 1 Power/Round
The Mech is capable of incredible bursts of speed. By Spending 1 Energy it can use its Defense against ranged attacks and double its current Speed and Maximum Speed for 1 round.

Crush (••)[b]
Prerequisite: Amplified Strength ●+, Civilian or Heavy Mech
Cost: 1 Power/Scene
The Mech is equipment with power hydraulic limbs capable of generating staggering amounts of sustained force. This force can compact cars and reduce flesh and bone to jelly. While its Amplified strength is active, the Mech deals aggravated damage instead of lethal when grappling with a smaller sized opponent.

Enhanced Safety Features (• to •••)
The mech is designed to offer greater protection to its pilot. Each dot of the Enhanced Safety Features merit negates a point of damage that would be transferred to the Pilot from collisions and high intensity melee combat.

Extra Limbs (••)
The Mech has additional limbs, be it a tail, tentacles, or arm. Each extra limb adds a +1 die equipment bonus to a type of roll (maximum bonus of +2). The effects depend on the nature of the limb: a tail might add a die to rolls involving balance or swimming, while extra arms would add to grapple or climbing rolls. The listed cost is for each extra limb.

Flight (• to •••••)
Prerequisite: Generator ●+, Civilian or Light Mech
Dice Pool: Dexterity + Drive+ Flight
Cost: 1 Power/Scene
The Mech has a propulsion system capable of bearing it aloft. This can be anything from rocket propulsion, sophisticated VTOL, or even more exotic systems. No matter how the flight system operates, it allows the mech to fly at its normal safe and maximum Speed plus 10mph per dot in the Flight merit. This flight system consumes energy. Spending a point of Energy allows the Mech to fly for 1 scene.

Generator (• to ••••)
The Mech has a self-sustaining power source, greatly increasing its energy capacity. Each point of the Generator Upgrade increases the Mech's maximum Power pool by 1 (to a Maximum pool of 5 above the Mech’s normal default). In addition, this upgrade increases the rate at which Power is recovered to 1 point every 30 minutes.

Handling Enhancement (• to •••)
The Mech has been fine tuned for greater responsiveness and control. Each dot of this merit increases the Mechs Handling by +1.

Hardened Armor (• to •••)
Prerequisite: Armor Enhancement ●+
The armoring of the Mech is especially resilient and shrugs off armor piercing attacks. Each dot of Hardened Armor negates a point of the Armor Piercing quality or any other effect that reduces or negates durability.

Improved Sensors (••)
The Mech has a host of sensory tools and display options. Perception rolls made by the Pilot gain a +2 equipment bonus.

Insulation (• to •••••)
The Mech has been constructed to resist a particular type of energy or temperature extreme (typically electricity, fire or freezing cold). Any time the mech would be damaged by the chosen energy form, it ignores any damage equal to its dots in Insulation instead. Damage beyond those dots occurs normally.

Leaping (••)
The mech is capable of covering a remarkable amount of distance, up to 40ft in a single bound. This capability can represent everything from digitigrade legs to rocket thrusters. A Civilian or Light Mech may expend 1 power to allow it to use this mobility option 5 times in a single scene, while a Heavy Mech gains 3 uses of this option within a scene.
Note: The default Light Mech comes with this merit built in.

Manual Dexterity (• or ••)
Baseline Mech have a crude grasping appendage that is not designed for anything beyond the most basic of tasks. With this upgrade, the mech possess a set of appendages with a greater degree of finesse and control.
The one dot version of this merit provides manipulators capable of using tools. The mech can pick up and utilize tools, melee weapons, and firearms. Fine task are still beyond these appendages and suffer a -3 penalty to tasks that require a high degree of precision and dexterity.
The two dot version of this merit grants appendages with a higher degree of precision and do not suffer the penalty for performing precise tasks.
[i]Note:[i] The Heavy Mech cannot purchase the second dot of Manual Dexterity.

[b]Melee Modification (• to ••••)
The Mech has been optimized for close quarters combat. Reinforced limbs increase striking power and it is not uncommon for a variety of weapons (such as spike fists, sword blades, or powered saws) to be added for even more lethality.
Each dot in this merit increases the weapon modifier and armor piercing quality of the Mechs melee strikes by 1.

Neural Interface (•••)
The Mech is equipped with an advanced piloting system that allows it to respond to its pilots thoughts [through either technological or paranormal means]. While piloting a Mech with this merit, the Pilot gains a +2 equipment bonus to Initiative and may use the Higher of Dexterity or Wits when determining the Mech’s Defense.

Onboard Computer (•)
The Mech has a sophisticated computer and communications system built into its controls that grants a +2 equipment bonus to related tasks. Mech with this Upgrade often function as the central hub for battlefield communication and drone networks.

Self-Destruct (• or •••)
The Mech is a specialized system of explosive designed to destroy the unit rather than allow it to fall into the wrong-hands. The system is stable enough to avoid accidental detonation from the rigors of combat and comes with a variable timer and remote control unit.
The one dot version of the merit reduces the vital components of the mech to slag, preventing it from being salvaged as anything more than scrap. Using this method of self-destruct deals 10 points of structure damage to the Mech. It also deals 10 dice +5 automatic success worth of lethal damage to anyone foolish enough to still be in the Mech when it blows.
The three dot version causes the Mech to explode into a cloud of fire, smoke and red-hot shrapnel. This is treated as an explosive that ignores any of the Mechs Durability [Damage +3, Blast Area 10, Force 4]

Speed Enhancement (• to •••••)
The Mech's locomotion and horsepower have been augmented for greater speed and acceleration. Each dot of this merit increases the Mechs Acceleration by +1 and Speed (Both Safe and Maximum) by 10mph.

Strength Enhancement (• to •••)
The Mech's limbs and servos have been improved for greater baseline performance. Each dot of this merit increases the Mech's Strength by +1.

Super-Heavy (•••)
Prerequisite: Heavy Mech
This brute of a Mech is even larger and stronger than the Heavy Mech. This merit increases the Size (and Structure) of the Heavy Mech by 3 points. In addition, the Mech’s Strength gains a +3 bonus and it also gains a +1 bonus to its Weapon modifier for close combat attacks. The added mass slows the unit down, and it takes a -1 penalty to Acceleration and a -5 penalty to both Safe and Maximum speeds.

Targeting Systems (••)[b]
Prerequisite: Improved Sensors
The Mech has an integrated targeted system allow it to track and lock onto designated targets. This grants to Pilot a +2 equipment bonus to ranged attack rolls.

[b]Weapon Mount (• to ••)
The Mech is designed with combat in mind, and offers positions where extra armaments can be added. Each dot in this merit allows an additional weapon to be added to the Mechs framework and link with any guidance or targeting system the Mech possesses. This merit only provides places where the weapon can be affixed, the weapon itself must be obtained through the use of other merits (such as Allies, Resources, Status, or similar).
Note: The default Light Mech comes with a single weapon mount while the default Heavy Mech comes with two.








Type
Damage
Range
Capacity#
Initiative
Strength
Size
Availability
Special


Harpoon Gun
3
40/80/120
1
-5
3
4
●●●
Impaled


Scattergun
4
25/50/100
20
-4
3+
4
●●●●
9-Again, Autofire, Knockdown


Anti-Material Rifle
5
300/600/1200
5+1
-5
3
4
●●●●●
AP 6, 9-Again, High Recoil


Generic SAW*
3
175/350/700
200
-4
3+
3
●●●●●
Autofire, High Recoil


Generic GPMG*
4
250/500/1000
100
-5
4+
4
●●●●●
AP 2, Autofire, High Recoil


Generic HMG*
5
300/600/1200
50
-60
4+
5
●●●●●
AP 6, Autofire, High Recoil


Tactical Laser
5
300/600/1200
4
-4
3
4
●●●●●
AP 8, Energy


Heavy Laser
8
500/1000/2000
2
-5
M
5
●●●●●
AP 10, Energy


Light Coilgun
4
300/600/1200
60
-4
3
4
●●●●●
AP 2, Autofire, Energy, High Recoil


Heavy Coilgun*
6
400/800/1600
80
-5
M
5
●●●●●
AP 4, Autofire, Energy, High Recoil


Light Autocannon*
5
600/1200/2000
400
-6
M
5
●●●●●
AP 8, Autofire, High Recoil


High-Speed Autocannon*
5
800/1600/3200
300
-5
M
5
●●●●●
Autofire, High Recoil


Heavy Autocannon*
6
500/1000/2000
200
-7
M
6
●●●●●
AP 17, Autofire, High Recoil







*: Weapon is only capable of Autofire (including short, medium and long bursts)
#: Capacity listed is how much the weapon normally has when as an infantry weapon.
+: Increase the strength requirement when using Autofire (Short Burst +1, Medium Burst +2, Long burst +3)
M: Weapon can only be fired accurately when mounted to a vehicle of at least Size 18. Any attempts to fire from a smaller vehicle incur a -1 penalty for each point of size less than 18.
Energy: Requires the Battery Upgrade to use. Each point of Energy expended reloads the weapons capacity.
High Recoil: This weapon suffers from high recoil. If not properly braced and set to handle the recoil, the shooter takes 1 bashing damage and suffers the Knockdown effect. Mechs with Strength equal or greater than [weapons size + strength rating] do not suffer the effect of high recoil.
Impaled: If the target suffers 3 of more points of damage they take the “Impaled” tilt.

Impaled (Personal, Mech)
A weapon or other implement has been driven through and lodged within your body.
Effect: You suffer a–2 penalty on all actions due to pain and physical interference. This penalty continues until the impaling object is removed. If the object is tied to a tether you can only move up to the length of the tether from where it is anchored.
Ending the Tilt: Removing the impaling object without tools requires a Strength + Stamina roll with a -3 modifier. If successful, you take one point of lethal damage as you pull out the offending object. If done surgically or with tools, a Strength + Crafts roll is required instead, suffering only a -2 penalty, with no additional damage done if successful.

Almarck
2015-08-16, 09:55 AM
While Mechs as a whole remain firmly in the domain of science and engineering, simple physics ultimately can be twisted and distorted with the influnence of the supernatural. Otherwise ordinary machines act in erratic and strange ways without anyone seemingly in control… or without fuelcells inserted. Other times, pilots bond to their Mechs so tightly that every action feels like it was its own body doing the deed. Stranger still are the machines that can run on the esoteric and the unusual… or machines that can seemingly repair themselves at will and feed on blood.

And even without supernatural influence, those that possess Mechs and the know how often test these machines against what the night has to offer


Synchronization
One of the most obvious traits of supernatural influence on a machine is the tendency for mechs to show direct psychic connections to their owners. Such pilots when inside their machines can pilot through sheer will and determination alone. This prevents them from suffering any penalties to piloting due to the lack of certain limbs or other physical impairments. Also, they may spend Willpower to directly add to the Mech’s power supply.

However, this kind of bond comes with a price. Such pilots often feel parts of the mech’s body as their own and thus Breaking Points caused by actions the Mech taken suffer a -1 penalty due to this strange sense of being. This connection is also harmful to the body. Any damage taken by the mech also inflicts bashing damage on the pilot. If the damage is considered aggravated against the mech, it deals lethal damage to the mech’s pilot. Any Tilts or Conditions inflicted upon the mech also inflict the same type of conditions against the pilot provided such tilts can actually apply to a human body in a way that makes sense (Arm Wrack is valid, Cockpit Breach is not). Total limb destruction on the mech also causes the pilot to lose his own limb. This physical damage is psychic may not be reduced or negated by any means, though it can be healed.

Synchronization is offered to some Mechs that take the appropriate upgrade merits.


Supernatural Upgrade Merits

Bloodthirsty (•••)
The Mech literally thirsts for blood, feeding on it to fuel itself.
Effect: The Mech loses the ability to store Power. Instead, it may store Vitae much as a vampire would, storing 2 points of Vitae for each point of power that would have been stored originally. Each point of Vitae is used in much the same way as Power used to be, such as for activating abilities, except that each point of Vitae is worth 1 hour or 1 scene of operating time.
Vitae may be transferred to a Mech by a vampire pilot directly or may be gathered from external sources such as by feeding on humans. A Bloodthirsty Mech deals aggravated damage in a grapple against living enemies as it attempts to drain the blood out from them as it crushes bones. When it does so, it gains points of Vitae equal to half of the damage dealt.
Drawback: The Mech’s generators no longer function and thus cannot passively store backup power. It also cannot accept fuel cells and requires Vitae in order to function at all. Vitae offered to the Mech may not be reclaimed by any means.

Heirloom Parts (• - •••••)
The Mech is partially made of dragon bones. This has... interesting... effects.
Effect: This merit is equivalent to the Heirloom merit (from Dragon: the Inheritance); however, the benefits of the merit apply to anyone operating the Mech, regardless of whether or not the operator is Spurned or not. In addition, any Willpower cost the Heirloom has costs Power instead.



Self-Servicing (••••)
The Mech possesses the strange and bewildering ability to repair and rearm itself, seemingly violating sense and reason as well as thermodynamics as new munitions and replacement parts come from seemingly nowhere.
Effect: The Mech repairs one point of Structure on its own body every hour or a single tilt or condition every four. By spending a point of Power, the Mech’s pilot may speed this process up. For one point, he may heal a single point of Structure damage, for two, he may remove a condition or tilt.
Also, if left unattended for about an hour or a scene, the Mech’s weapon systems are fully rearmed, with the exception of any explosive payloads which are unaffected.

Thaumium Coat (•••••)
The Mech’s outer shell is lined with Thaumium. Not too much of it all told, but enough to allow the Mech to resist magic when given Power.
Effect: By spending 1 Power as a reflexive action, the Mech’s durability rating is treated as a penalty to hostile spellcasting against the pilot or the mech itself.






Gameline Specific Mechs


Brass Dragon (•••••)
Prerequisite: Access to Relics (Aegis Kai Doru)
At first, you’d think it was a solid brass statue in the shape of a dragon, but on closer inspection you’d find that its belly possesses a sort of hatch big enough for even a large man to crawl through. Once a rider is inserted into the statue, the seemingly inanimate statue comes to life, its metallic body moving as cleanly as if it was flesh and blood.

Brass Dragons are an unusual relic in that they are found throughout the world and in made of the stylings of many cultures from the Eastern Lungs to Western Wyvrens. Despite the name, they are often made in a wide variety of materials, from stone, to iron, to silver, even gold, but brass is the most common. However, the shape and general material don’t matter so much when the Shield and Spear use them; they are all equally capable.

When a relic user crawls inside the statue and exerts his will through it, in effect spending a point of Willpower, he causes the statue to come to life and bend to his will. While inside, the statue acts very similarly to a Synchronized Mech with the pilot benefiting (or forced to benefit) from the Going by Feel and Mechanized Combat Training Merits.

For the purposes of rules, Brass Dragons are considered Mechs with the following statistics and weapons.
-Strength 8
-Durability 8
-Size 15
-Structure 23
-Land Acceleration/Safe Speed/Max Speed: 4/12/20
-Air Acceleration/Safe Speed/Max Speed: 8/25/60
-Handling 8
-3 Damage, Initiative +2, Claws
-4 Damage, AP 3, Bite
-6 Damage, forced long burst autofire, range 20/40/80, flamethrower. Costs 1 Willpower to use.
-Self Servicing. Has limited self repair as per the Upgrade Merit.
-No weapons mounts. As statues and not advanced technology, Brass Dragons do not possess weaponry mounts… and do not have the finesse to handle modern Mech scale firearms, thus preventing any use of Mech weapons.

Brass Dragons do not possess any Power storage or generation and thus solely rely solely on the driver’s Synchronization with the statue to operate. Each point of Willpower provides 1 hour’s worth of movement. Once the hour elapses, the Brass Dragon resumes its default pose and ceases to function if more Willpower isn’t provided to it or if the agent chooses to dismount. Do note that this happens even when the statue is in the air. Many Aegis Kai Doru agents have lost Brass Dragons… and their lives due to simply forgetting about the time limit.


Jötunn Tactical Assault Armor (•••••; Special)
Prerequisite: Access to Advanced Armory
Effects: In the secret war against the Supernatural, TF:V agents often find themselves fighting against physically superior foes whether they be raging werewolves or prometheans. Ordinary humans, no matter how strong cannot match them in close corridors combat - until now. Named for the fabled giants of Norse mythology, this suit of advanced mechanized armor stands taller than a man and comes equipped to fight the enemies of the human race no matter the range, near or far, though the JTAA is typically reserved for only select agents in the most dire of circumstances.

The JTAA is a Light Mech with improved and boosted performance in combat, netting it a statistical increase across the board, raising its statistics by +1 Strength, +1 Durability, and +1 Structure over stock models.

As the JTAA is designed for tactical flexibility in melee and ranged combat, it by default carries a heavy machine gun or flamethrower as its primary ranged weapon, attached to one of the arms. The other arm instead is more geared towards melee, coming equipped with the experimental Kintetic Strike Module, a +4L melee weapon with Armor Piercing 5, allowing the JTAA to even tangle with werewolves up close.

Certain Advanced Armory items may be purchased to augment the JTAA such as Etheric Rounds (to replace the standard munitions of the heavy machine gun), Etheric Sensors (which acts as Etheric Goggles), or Mjolnir Cannon (5-dot version, replaces machine gun)


Project YMIR (••••••••••; Special)
Preresiquite: Access to Advanced Armory
Project YMIR doesn't exist. Yet.

OK, there are rumours, but nothing conclusive - if you look at the Task Force's finances, Project YMIR has been on the records for decades, quietly siphoning cash off from more mainstream projects. And all they have to show for it is one prototype.

The prototype is enough to keep the funding coming.

Properly speaking, this prototype (referred to as YMIR by the scientists on the project) is the Young-Markuson Integrated Redoubt - improperly speaking, it is a monster. It started as a combination of the (failed) Berserkr Skin and (successful) Jötunn Tactical Assault Armor, but ended up superior to its forbears.

Mechanically, Project YMIR is considered a Light Mecha with +1 Power, +1 Strength, +1 Size, +2 Structure, +2 Durability, and Weapon Mount •. It also has a little red switch sitting next to the control joystick. Flicking this switch (which costs one Power, and can be done as a Reflexive action) changes everything.

Wires and tubes slice into the pilot's body, inflicting one Bashing damage; the system integrates with the pilot's central nervous system, and then waits for confirmation. Then the Pilot may initiate the Ragnarok Protocol by spending Willpower as a Reflexive action.

While under the Ragnarok Protocol, Project YMIR gains the benefits of Armor Enhancement •••, Melee Modification •••, Neural Interface •••, Speed Enhancement •••••, and Strength Enhancement •••. The pilot receives the benefits of the Going By Feel and Mechanized Combat Training merits for the duration of the Protocol, as well as the Drugged - Stimulant (http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/144034-fan-made-conditions/page2) tilt.

On its own, this would be impressive. However, the real benefit of the Ragnarok Protocol is that it causes the pilot to synchronize with Project YMIR, in addition to any weapon integrated with YMIR - they may apply the benefits of Melee Modification to any weapon attached to YMIR's weapon mounts. Finally, Project YMIR ignores any Tilt that wasn't inflicted by Aggravated damage.

The Ragnarok Protocol is power hungry; each scene it is engaged costs one Power. More worryingly, they haven't figured out a way to shut off the Ragnarok Protocol once it is started - it will only end when the Power is entirely dead and the pilot is drained. And then they have to cut the pilot out - this inflicts the Cockpit Breach tilt on Project YMIR and requires the amputation of at least one limb. And they'll be stuck in a wheelchair for a long time due to neurological damage - they suffer the Disabled [Persistent] condition after the Ragnarok Protocol ends.

Still, in an apocalypse scenario...

RedOndjage
2015-08-16, 04:30 PM
My group would definitely use these rules. How long does a fully fueled mech function? And how much/what kind of fuel would it use? What happens when that fuel source is damaged?

Almarck
2015-08-16, 04:49 PM
My group would definitely use these rules. How long does a fully fueled mech function? And how much/what kind of fuel would it use? What happens when that fuel source is damaged?

To answer you question, how much do you have to track a car's fuel?

As for the other, conditions should cover it. Granted, I should probably fill in any gaps

redwizard007
2015-08-17, 11:18 AM
To answer you question, how much do you have to track a car's fuel?

As for the other, conditions should cover it. Granted, I should probably fill in any gaps

A car can cover 25-35 miles on a single gallon of gas (about 480 miles on a 16g tank) and refuel in about 2 minutes at any of the commercial gas stations in every small town. What you are talking about will be more like a tank but with worse fuel consumption because of the increased weight and configuration of the mech. I included a spoiler with fuel consumption for such a tank below just to get you in the right ballpark...

A tank will need approximately 300 gallons every eight hours; this will vary depending on mission, terrain, and weather. A single tank takes 10 minutes to refuel. Refueling and rearming of a tank platoon--four tanks--is approximately 30 minutes under ideal conditions.
0.6 miles per gallon.
60 gallons per hour when traveling cross-country
30+ gallons per hour while operating at a tactical ideal
10 gallons basic idle
A mine plow will increase the fuel consummation rate of a tank by 25 percent

This is no big deal for military use, but what if your players jack one... Now where will they get the fuel? How much do they need? Whats it going to cost? Will regular unleaded work? What about diesel? Rocket fuel? Plutonium? Hydrogen? Thats just the gas. What about replacing ammunition? Repairs?



now i need to go find my copy of mechwarrior...

Almarck
2015-08-17, 01:35 PM
A car can cover 25-35 miles on a single gallon of gas (about 480 miles on a 16g tank) and refuel in about 2 minutes at any of the commercial gas stations in every small town. What you are talking about will be more like a tank but with worse fuel consumption because of the increased weight and configuration of the mech. I included a spoiler with fuel consumption for such a tank below just to get you in the right ballpark...

A tank will need approximately 300 gallons every eight hours; this will vary depending on mission, terrain, and weather. A single tank takes 10 minutes to refuel. Refueling and rearming of a tank platoon--four tanks--is approximately 30 minutes under ideal conditions.
0.6 miles per gallon.
60 gallons per hour when traveling cross-country
30+ gallons per hour while operating at a tactical ideal
10 gallons basic idle
A mine plow will increase the fuel consummation rate of a tank by 25 percent


This is no big deal for military use, but what if your players jack one... Now where will they get the fuel? How much do they need? Whats it going to cost? Will regular unleaded work? What about diesel? Rocket fuel? Plutonium? Hydrogen? Thats just the gas. What about replacing ammunition? Repairs?



now i need to go find my copy of mechwarrior...

By "tracking fuel", I mean, how much do you OoC worry about fuel when driving a car in the Storyteller system? And how much is fuel worth anyways?

I don't however recall the fuel consumption mechanics stated in Armory and other books. Not sure if Hurt Locker is gonna have it.

Besides, sometimes, you'll be meeting mechs with literally infinite fuel as a result of deific precursor race.

Another thing to consider is that depending on the setting, fuel rules and mechanics will be setting dependent. But I suppose I can establish a baseline for "modern" mechs. I've opted to use fuel cells as a way of "future proofing" them against whatever mechanics show up in later books.

Reloading shouldn't need a check or rules I think. Mostly, it's about refilling all of the weapons and that's just time consuming more than anything. I mean, how complex do we need to describe reloading a gun in the context of an RPG. And if there are rules, well, how do you refill a tank?

Repairing, well, no rules for tilts. But I'll add them.

Anyways, added a section on Fuel cells to the fuels. 24 hours of hydrogen power. But relatively expensive to acquire.

Repairing is literally the same rules as "Repair item" as well. WIth just an update to resolve tilts.

Almarck
2015-08-20, 02:20 PM
Update: Added supernatural and gameline specific stuffs.

Still trying to figure out how I want to handle Synchronization.

Amechra
2015-08-20, 05:25 PM
This would have been useful if this had existed when I wrote the Berserkr Skin (http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/hunter-the-vigil/345652-mecha-suit-endowments-can-they-work?p=352277#post352277).

However...

Berserkr Skin: If using the Mecha rules and (especially) the Jötunn Tactical Assault Armor, the Berserkr Skin is a three-dot merit, and the upgrade is only two additional merit dots.

Additionally, you have this thing:

Project YMIR (••••••••••; Special)

Project YMIR doesn't exist. Yet.

OK, there are rumours, but nothing conclusive - if you look at the Task Force's finances, Project YMIR has been on the records for decades, quietly siphoning cash off from more mainstream projects. And all they have to show for it is one prototype.

The prototype is enough to keep the funding coming.

Properly speaking, this prototype (referred to as YMIR by the scientists on the project) is the Young-Markuson Integrated Redoubt - improperly speaking, it is a monster. It started as a combination of the (failed) Berserkr Skin and (successful) Jötunn Tactical Assault Armor, but ended up superior to its forbears.

Mechanically, Project YMIR is considered a Light Mecha with +1 Power, +1 Strength, +1 Size, +2 Structure, +2 Durability, and Weapon Mount •. It also has a little red switch sitting next to the control joystick. Flicking this switch (which costs one Power, and can be done as a Reflexive action) changes everything.

Wires and tubes slice into the pilot's body, inflicting one Bashing damage; the system integrates with the pilot's central nervous system, and then waits for confirmation. Then the Pilot may initiate the Ragnarok Protocol by spending Willpower as a Reflexive action.

While under the Ragnarok Protocol, Project YMIR gains the benefits of Armor Enhancement •••, Melee Modification •••, Neural Interface •••, Speed Enhancement •••••, and Strength Enhancement •••. The pilot receives the benefits of the Going By Feel and Mechanized Combat Training merits for the duration of the Protocol, as well as the Drugged - Stimulant (http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/144034-fan-made-conditions/page2) tilt.

On its own, this would be impressive. However, the real benefit of the Ragnarok Protocol is that it causes the pilot to synchronize with Project YMIR, in addition to any weapon integrated with YMIR - they may apply the benefits of Melee Modification to any weapon attached to YMIR's weapon mounts. Finally, Project YMIR ignores any Tilt that wasn't inflicted by Aggravated damage.

The Ragnarok Protocol is power hungry; each scene it is engaged costs one Power. More worryingly, they haven't figured out a way to shut off the Ragnarok Protocol once it is started - it will only end when the Power is entirely dead and the pilot is drained. And then they have to cut the pilot out - this inflicts the Cockpit Breach tilt on Project YMIR and requires the amputation of at least one limb. And they'll be stuck in a wheelchair for a long time due to neurological damage - they suffer the Disabled [Persistent] condition after the Ragnarok Protocol ends.

Still, in an apocalypse scenario...

Almarck
2015-08-20, 10:54 PM
Man, that is cool. Always like your work Amerchra

It's like a miniHeavy Mech at first... then it gets absurd and maims the pilot for using it to its full potential.

I wonder how TF:V tries to explain how Synchronization's weird effects (how Willpower causes the machine to keep running even when empty or suffer physical damage in response to the Mech taking damage). I do think that the Merit isn't so much possession of the YMIR, rather it's the clearance to use it. Hm, think TF:V keeps a stable of YMIR Pilots who have ridden the Mech and survived just to cut down on having to find more people who would be qualified?



Anyways, I've added YMIR to the list of gameline specific Mechs. I've also added a new Mech, though this time it's less of a mech and more of an animated statue. Brass Dragon, Aegis Kai Doru Relic that... behaves very similarly to a Mech.