attacks have attackvalue (assume -1..12 rn)
mecha has armor rating -2..2 (considering switching to 1-5 system to avoid negative numbers)
shields have rating -2..2 (or numeric value? maybe too much math again)
incoming attack goes to shield, if shield looses the roll, it is overpowered (with effects depending on shield) and spills the remaining attack value through to the armor. No shield gets directly passed through to the armor. If the Armor fails as well, damage is inflicted.
(quickfire +x bonus vs shields -x penalty vs armor, kineticstrike -x penalty vs shield +x bonus vs armor and so on, prolly just advantages, maybe flat boni? might reintroduce math into combat though, then again ... battleshipcannon vs sturdy platemail vs the mostpenetrating rifle ever vs battleship)
examples:
defender midtech mech: 6 hp, shield 1 (2d10) coming online 3 turns after it goes offline, armor 1 (2d10)
attacker longrange antimech installation: rifle 1 (2d10)
(in this example percentages add up until they reach 100 and then just trigger, not that realistic but pretty average)
shooting shield: 43% chance to penetrate shields or armor
shot 1 : 43
shot 2 : 86
shot 3 : 129 ==> hit, shield goes down
shot 4 : 172
shot 5 : 215 ==> hit, 5/6 hp
shot 6 : 258 shield goes up
shot 7 : 301 ==> hit, shield goes down
shot 8 : 344
shot 9 : 387
shot 10: 430 ==> hit, 4/6 hp, shield goes up
shot 11: 473
shot 12: 516 ==> hit, shield goes down
shot 13: 559
shot 14: 602 ==> hit, 3/5 hp
shot 15: 645 shield goes up
shot 16: 688
shot 17: 731 ==> hit, shield goes down
shot 18: 774
shot 19: 817 ==> hit, 2/6 hp
shot 20: 860 shield goes up
shot 21: 903 ==> hit, shield goes down
shot 22: 946
shot 23: 989
shot 24: 1032 ==> hit, 1/6 hp, shield goes up
shot 25: 1075
shot 26: 1118 ==> hit, shield goes down
shot 27: 1161
shot 28: 1204 ==> hit, destroyed
same mech, rifle 2 (3d10)
54% chance
shot 1 : 54
shot 2 : 108 ==> hit, shield down
shot 3 : 162
shot 4 : 216 ==> hit, 5/6
shot 5 : 270 shield up
shot 6 : 324 ==> hit, shield down
shot 7 : 378
shot 8 : 432 ==> hit 4/6
shot 9 : 486 shield up
shot 10: 540 ==> hit, shield down
shot 11: 594
shot 12: 648 ==> hit, 3/6
shot 13: 702 ==> hit, 2/6, shield up
shot 14: 756
shot 15: 810 ==> hit, shield down
shot 16: 864
shot 17: 918 ==> hit, 1/6
shot 18: 972 shield up
shot 19: 1026==> hit, shield down
shot 20: 1080
shot 21: 1134==> hit, destroyed
conclusion: 6 HP is a lot, hit chances are ok, speed might need to be its own roll, lightmechs should have 1-2 hp, heavy tanks maybe 8. 10-20 HP is not doable alone with normal weapons (even if it is it just takes hours, every shot is two people rolling dice, a normal WoD fight has maybe 20-30 instances of dicerolling but there the circumstances change)
extra damage weapons, specialist ammunition and drawing back when damaged should be the focus, it is good that mechs take a long time to destroy, but the question is if it should feel like a grind.
3-4 HP should be normal
shieldtypes to counter/encourage damage types like faster regen ones (1-2 turns) to encourage bursting and adaptive shields (gaining +1 to their roll for every attack made against them in a round) to encourage spread out damage. modulation to physical/energy attacks and so on. of course there is heat and energy costs and shields shutting off after a time, special actions to reload/activate/have active at all (from stopping and hunkering over moving at a certain speed to hitting an attack) should make shields interesting
forgoing shield for another system should be feasible, more guns = more damage, more movement system(s) = more speed/options
fixed tonnage?
size = triangle
Movement, Energy, Heat, Weapons, Shield, Armor, Cargo
M 1
M E 2
M E H 3
M E H S 4
M E H S A 5
M E H S A W 6
M E H S A W C 7
28 = (n*n(+1))/2
M
E H
S A W
hmmm promising ...
threshholds: per movement system for movement speeds
speed, dice, needed%, speed%
rapid (+2/3d10h): 45% 200%
fast (+1/2d10h): 35% 150%
[normal] (0/1d10g): 25% 100%
slow (-1/2d10l): 15% 33%
lumbering (-2/3d10l): 5% 10%
example modules (costs are per active module)
[Cargo holds 10]
AlacastFoundry BWS022-3
BipedalWalkingSystem: Speed Bonus is dodge bonus in combat, ignore tracking
transportation mode: walking, stepping
Costs: 0.2 Energy Idle, 0.1 Heat (.2/.1) Idle, 1 Energy, 0.5 (1/.5) Heat in Use (.2/.1//1/.5)
Speed: Idle: 3km/h, Active 30km/h
Hella WABWS7 Mk II
BipedalWalkingSystem: Speed Bonus is dodge bonus in combat, ignore tracking
WheelAssisted: when smooth driving is possible, raise speed by 70km/h, tracking applies
transportation mode: walking, stepping, smooth driving
costs: 0.5 Energy Idle, 0 Heat Idle, 1.2 Energy, 0.5 Heat In Use (.5/0//1.2/0.5)
Speed: Idle: 10km/h Active 35km/h
Exo-plore BWS Conquistador
BipedalWalkingSystem: Speed Bonus is dodge bonus in combat, ignore tracking
Opposable Thumb: Able to pick up and carry things
transportation mode: walking, stepping, rough terrain (0.1/0.1), climbing(0.2/0.5)
Self Contained: Only counts half for Threshhold calculations
Stores: 100 Energy, 10 Heat
Dissipates: 0.01
Costs: (0/0//0.01/0.1)
Speed: Idle: 2km/h, Active 15 km/h
Starburst Reactor
Reactor: Consumes Fuelrod (0.1/day Idle // 0.1/minute Active)
Output: 0.8 Energy/ 0.3 Heat Idle // 1.5 Energy/ 0.5 Heat Active
Storage: 100 Energy (withdrawing costs 0.2Heat per Energy) 1 Fuelstorage
Hella PEM
Reactor: Consumes HFC (0.5/day Idle // 0.2/minute Active)
Output: 0.5 Energy / 0.5 Heat // 2.5Energy / 1.5 Heat
Storage: 2 Fuelstorage
KrunkIndustries "ChunkOfCrystalKnot"(tm)
Storage: 500 Energy (withdrawing costs 0.1 Heat * retrieved Energy^2 (0.1, 0.4, 1.6, 2.5, 3.6 ...)
EdenInitiative Green Alternative v0.9
Generator: Works only in daylight (12-contamination level hours per day) and while deployed
Deployment: Costs 1 Energy to deploy, or 5 minutes manual work outside the mech
Output: 0.03 Energy, 0 Heat (Hourly 108 Energy)
Storage: 50 Energy (withdrawing costs 0.5 Heat* retrieved Energy + 0.1 Heat * retrieved Energy)
Hella HeatVent
Vent: Idle 1 Heat, Active 6 Heat, Increases Heat Signature by Vented amount * 2
Ventilation and Pumps: Costs 0.5 Energy while Active
ATH3NA HeatSink
Storage: 25 Heat, Increases Heat Signature by stored amount
Unisolated Dissipation: 0.2 Heat under 15 Heat stored, 0.5 on 15-24, 1 when full
Glowing Infra: Increases Heat Signature by Dissipated Amount^2
Starburst CoolantSystem
Storage: 15 Heat, Increases Heat Signature by stored amount
Unisolated Dissipation: 0.5 Heat, 1 when full.
Glowing Infra: Increases Heat Signature by Dissipated Amount^2
CoolantDump: Increases Ambient Heat Signature by Vented Amount * 2 (decaying by 1 each turn) an Storage becomes 0
Refill: 5 Energy, Consumes 1 Coolant and sets Storage to amount depending on Coolant (10 for water)
EvilGenius IsolatedHeatSink
Storage: 50 Heat, Does not Increase Heat Signature
No Dissipation: Costs 0.5 Energy per Heat retreived
Modules can be Dedicated to a specific Task, Shields with Less Coverage than their Mech, have their roll reduced by 1 per 10% (rounded up) uncovered mech, on a draw, the enemy attack hits exposed modules, without the shield collapsing
ATH3NA Aegis
Shield 1: Provides a Shield Level 1 (2d10h) ((again, maybe 4 is better so level 1 doesnt sound like crap also level -1...?)
Overwhelm: Turns off, releases 7 heat and enters Charging Mode when overwhelmed
Cost: 0.2 While shield is Active, 1 While Charging, 3 Heat per Absorbed Attack
Coverage: Covers 10+Coverage*6 Modules
Reboot: Takes 12/Reboot (rounded up) to restart.
ColdBoot: After Being Offline for At least 5 minutes, Costs 3 Energy per Module to Start
EvilGenius Magnetosphere
Shield 2: Provides a Shield level 2 (3d10h)
Overwhelm: Turns off, releases 5 Heat and enters Charging Mode when overwhelmed
Costs: 5 while active, 0 While Charging, 8 Heat per Absorbed Attack
Coverage: Covers 15+Coverage*5 Modules
Reboot: Takes 5-Reboot and Modules^2 Energy to restart (0 length means immediately)
ColdBoot: After Being Offline for at least 1 hour, Costs 10 Energy to start
Retribution: When being Attacked by Material attacks, throw their attack back at them (at -2)
XXL HIGH QUALITY BUY NOW Shield Generator
Shield -2: Provides a Shield Level -2 (3d10l)
Overwhelm: Turns off, releases 10 Heat and enters Charging Mode when overwhelmed
Costs: 2 while active, 0.1 while Charging, 5 Heat per Absorbed Attack
Coverage: Coverage*10 Modules
Reboot: Takes 5-sqrt(Reboot) and 5 Energy to Restart.
ColdBoot: See Reboot
KrunkIndustries Outrider Dynamic Deflector
Shield -1: Provides a Shield Level -1 (2d10l)
Overwhelm: Turns off and releases 20 Energy when overwhelmed
Costs: 0.1 while Active, 1 while charging, 1 Heat per Absorbed Attack
Coverage: 10+Coverage*2 Modules
Reboot: Takes passing at least 5 tons of Metal in less than 5 meters distance at 100-(Reboot*5) km/h or more and 30(-1 per 5km/h over the required speed, minimum 0) Energy to Reboot
ColdBoot: Takes 30 Energy and standing still for 10 seconds (while charging) to Boot.
Fortress Invincibilityfield
Shield 2: Provides a Shield Level 2 (3d10h)
Overwhelm: If shield level is above -2, shield goes down one level. If shield level is -2, Turns Off and releases 100 Heat
Costs: 1 while Active, 1 while charging, 5 Heat per Absorbed Attack
Coverage: Coverage*15 Modules
Reboot: None
ColdBoot: After not Being Used for 10 Minutes, Takes 100/Reboot (rounded up) to Boot
TurnOff: If Energy is not supplied, shield is overwhelmed and disabled for 5, then turns back on.
Bighaul Cargo Liner
Armor -2: Provides Armor Level -2 (3d10l)
Health: (2*sqrt(Modules)) rounded mathematically
Coverage: 14*Modules
Cargo: 7 Spaces per module
Damage: Damage Destroys One Module, Cargo is destroyed/dropped
SpeedboatsUnited Thunderclap Chassis
Armor -1: Provides Armor Level -1 (2d10l)
Health: 2
Coverage: 10+5*Modules
Output: 1 Energy per 50 km/h
Vent: 1 Heat per 50 km/h, increases Heat Signature by Vented Heat
Damage: 50%(rounded down on the first time, rounded up on the second) of Modules are damaged. Fixing (2 Hours, 0.5 Lowtech Scraps, destroy (including materials) on 5 or less, fix on 9 or more)
Kodal Militia Standard Issue Mech Armor
Armor 0: Provides Armor Level 0 (1d10)
Health: 4
Coverage: 15+8*Modules
Damage: Damage Bricks 1 Module. Armor first, then Movement, then Heat
AlacastFoundry MAS5
Armor 1: Provides Armor Level 1 (2d10h)
Health: (7-sqrt(Modules)) rounded down
Coverage: 12+7*Modules
Costs: 0.2+0.1Modules Energy (total costs 0.2Modules+0.1*Modules^2), Every 10% less energy than requirement is 1 less Armor Level
Damage: Damage Shorts out Modules (rounded percentage of lost health), which need Extensive Maintenance (1 hour per Module, destroy on 2 or less, fix on 8 or more) to be reactivated.
ATH3NA Linothorax
Armor 2: Provides Armor Level 2 (3d10h)
Health: sqrt(Modules) rounded down
Coverage: 8*Modules
Damage: Every Lost Healthpoint destroys [new health*2+1] Modules. Modules can be Cobbled together (3 to 1, 30 minutes per produced Module, destroy all input on 8 or less, create new Module on 9 or more)
Weapons
Outclassing: Every Time the sizeclass of the attacked is equal or more than 2 times the intended size of the weapon, subtract 1 from the weapon Level (4x for 2, 8x for 3 and so on). If the Level is -3 the Attack is not rolled and failure to damage is assumed. Every Time the sizeclass of the attacked is equal or less than half of the intended size of the weapon, add 1 to the weapon level. Weapon Levels beyond 2 deal double damage. size 0 is considered half of size 0.5)
The difference in sizeclasses (defender*2^x=attacker) is added to the result of the defenders roll as a flat bonus.
Tracking contains the speed threshholds in km/h at which the attack roll gets disadvantages. Tracking assumes 100 m distance. For other distances calculate effective speed first.
Range contains the Ranges with their respective modifiers
KrunkIndustries Rattatattata:
ProjectileWeapon: Does Projectile damage
Damage 1: Damage Level 1 (2d10h)
Quickfire: +1 Level vs Shields, -1 vs Armor
Sizeclass: 1
Size: 1 Module
Reload: 1
Tracking: 50/100/200/500/1K
Range: +1 for up to 300 meters, then -1 per 1000 meter distance
Cost: 0.001 Ammunition 0.1 Heat per shot
EvilGenius Deathray:
EnergyWapon: Does Energy damage
Damage -2+X: Damage Level starts at -2 (3d10l) but is increased by X
Beam: After Firing increase X by 1. If not fired, decrease X by 1
Sizeclass: 2
Size: X caps at number of Capacity Dedicated Modules.
Reload: 1
Tracking: Every 30+5*Tracking Dedicated Module
Range: -1 to the result of the damage roll every 0.5+(0.5*Range Dedicated Module)km
Cost: 1+X Energy, X Heat
Kodal Militia Standart Issue Armament - Adaptive Edition
ProjectileWeapon: Does Projectile damage
Damage Level 0: Deals Damage Level 0 (1d10)
Sizeclass: 3 +1 for every Barrel Dedicated Module
Size: Dedicated Modules
Tracking: Every 5+8* Tracking Dedicated Module
Reload: 2/Reload Dedicated Module rounded up
Cost: 0.01 Ammunition, 0.2Barrel Dedicated Modules, 0.6Tracking Dedicated Module
Range: -1 every 0.5+0.5*Range Dedicated Module km)
Adaptive: Modules can be rededicated (10 minutes+100Energy, 0 and below destroys module, 8 and above rededicates)
Hella Shortrange Artillery
ProjectileWeapon: Does Projectile damage
Damage Level 1: Deals Damage Level 1 (2d10h)
Indirect Fire: does not need Line of Sight, targetting roll is done by spotting.
Area of Effect: Damage roll result is reduced by 1 for every 2 meters the Target has moved
Bombshell: On a direct Hit, before the main Attack roll an extra attack at one level below damage level
Shrapnell: Smaller Defendants don't get their size difference as evasion bonus
TravelTime: Hits the Target with a delay of 3
Sizeclass: 15 (2dmg at 3 dice to sizeclasses 3 and below, lvl 1 dmg up to size 30, 240 and above take no damage)
Reload: 60/ Reload Dedicated Modules
Size: 8+Dedicated Modules
Tracking: Every 10 km/h (does not apply when targetting ahead)
Cost: 0.2 Ammunition, 10 Energy, 5 Heat
Range: Range Dedicated Modules in km
Bighaul Shotgun
ProjectileWeapon: Does Projectile damage
Damage Level 0: Deals Damage Level 0 (1d10)
Area of Effect: Damage roll result is reduced by 1 for every 30m distance or difference on the to-hit roll
Multiple Projectiles: Damage is +1 against Shields -1 against Armor
Tracking: Every 50 km/h
Sizeclass: 8
Size: 2
Reload: 2
Cost: 0.1 Ammunition, 3 Heat
SpeedboatsUnited RubyViper Sniper
EnergyWeapon: Does Energy damage
Damage Level 1: Deals Damage Level 1 (2d10h)
Focussed Beam: Damage is -1 against Shields, +1 against Armor
Tracking: Every 30+30*Targetting Modules km/h
Aiming: If Target is aimed at for at least 12/Targetting Modules and doesnt change speed, get +1 to hit
Range: every 2km + 2*Range Modules
Sizeclass: 10+Size Modules
Size: 1+Dedicated Modules
Reload: 30/Reload Modules
Cost: 10 Energy, 10 Heat
cards
Classes:
Light startupdeck: 10, Optiondecks: 5x min5, globalmin 50
Medium statupdeck: 15, optiondecks: 4x min10, globalmin 60
Heavy startupdeck: 20, optiondecks: 3x min15, globalmin 70
Cards:
Capacitor: Startup only: provides energy Storage between turns
Chargecell: provides instant one time Energy (variable)
Sink: Startup only: provides Heat Storage (Heat negates draw on a 1:1 basis)
Cool: destroys Heat (variable)
Computer: Instant Scries
Scanner: Looks at Opponents Hand
Shield: Temp hp (different mechanics)
Weapon: Startup only: can be activated with ammo or energy, does damage
Ammo: provides ammo for weapons
Movement System: draws