5150 STAR ARMY: MECHA MADNESS enclosed. It is important for players to ensure that the configuration of each vehicle is clear on the gaming table before the game begins. In the same way as tanks, Combat Mechas that are not buttoned up (i.e. a Combat Mecha Commander that is sitting half outside of the vehicle) are considered to be in an open topped vehicle for the crew member sitting outside. Any model in an open topped vehicle can take small arms fire and counts as being in cover for the purposes of resolving hits.
INTRODUCTION This supplement book uses the Star Army 5150 and Chain Reaction 3.0 rules.
WORD OF ADVICE This book presents a number of new rules and equipment lists for your games. But remember that as with all Two Hour Wargames, it's your game. Feel free to use as many or as little of the new rules as you like. After all, it's all about having fun.
DOES IT HAVE A HEAD? Some combat Mecha may be more humanoid than others and house sensors, weapons and even the pilot inside rotating head. This usually can swivel through a 180 degree arc.
METAL GIANTS – COMBAT MECHA
DOES IT HAVE A TORSO OR A TURRET? Another important consideration for your Combat Mecha design is whether or not it has a torso or turret. A Combat Mecha with a torso can typically swivel its upper body area up to 90 degrees from side to side. Turrets mounted on Combat Mechas have an arc of fire based on turret placement. So one located in the top of a Combat Mecha would have a 360 degree arc, one mounted on the shoulder of a Combat Mecha could only fire into an arc that does not pass through any other part of the Combat Mecha.
Where they walk, men will die… Inventors have been long fascinated with walking machines and their application to war – rugged, all terrain combat vehicles that can carry the fight to places conventional vehicles cannot go. Beware the Combat Mecha! Combat Mechas are considered vehicles for basic tests and movement per SA: 5150 and CR 3.0, including “Reputation and Crews,” “Movement” in vehicle mode for transforming Combat Mechas, Shooting and so on. In the case when a Combat Mecha can transform into another movement mode, the Combat Mecha will retain the same stats as outlined in the Combat Mecha sample stats, however it will follow the applicable rules in the SA: 5150 rulebook for wheeled/tracked vehicles, and this book for flying or amphibious mode.
HOW ARMS AND MANY LEGS DOES IT HAVE? A Combat Mecha will have two or more legs, and can easily move over broken ground and maneuver through rubble choked streets that would halt other vehicles in its tracks. A typical rule of thumb is the more legs, the heavier the Combat Mecha may be – but the slower it will be. A typical scout or attack Combat Mecha may have two legs, where a heavy assault or transport Combat Mecha may use four or more legs. Tripod Combat Mechas have also made their way into combat in various designs. Combat Mechas can also have arms that mount additional weapons and special tools. Arms, typically mounted on either side of the torso, can rotate to point 45 degrees across the torso towards the opposite side, and 90 degrees way from the torso. Some Combat Mechas have had multiple sets of arms, it’s all up to the design bureau.
COMBAT MECHA DETAILS For info on the Combat Mecha profiles, please see the Combat Mecha QRS section below.
OPEN-TOPPED OR FULLY ENCLOSED? Depending on the type of Combat Mecha, or its specific configuration, it may be open topped or fully enclosed. Players are free to choose any models available (See appendix of Weird War figures and models). Some of them may be open topped or © 2011 John Cunningham
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5150 STAR ARMY: MECHA MADNESS CAN IT TRANSFORM?
ARMOR
A Combat Mecha may or may not be able to transform into another movement mode. Some Combat Mechas can transform into various “travel modes” including tracked, wheeled, or even antigravity powered modes. To Transform from one mode to another takes an entire Action, during which the Combat Mecha must remain stationary. The Mecha will make a 2d6 Transform Mecha Test to see if the Combat Mecha has transformed.
This is the overall armor of the vehicle, expressed in the same terms as 5150 infantry armor for ease of play. These include Soft Body Army (unarmored support mecha), Hard Body Armor (light Combat Mecha), Exo Armor (Medium Combat Mecha) and Battle Tactical Armor (Heavy Combat Mecha). Mech fired to the rear or top will count their armor as two steps lower than normal.
MAIN GUN 2
Combat Mechas often mount multiple guns, such as a main and a secondary weapon. This is the primary weapon of the vehicle. The main gun will have a different Impact based on the armor of the target. The higher the Impact range the better the weapon. Note that when firing the main gun you must be sure to use the correct Impact for the target type and its armor. These are further noted with location of the weapon. T=Turret, Hd=Head, H=Hull, Tor=Torso, RA=Right Arm, LA=Left Arm.
TRANSFORM MECHA TEST (2d6 vs Rep)
# D6 PASSED 2
1
0
RESULT Transformed! The Combat Mecha has transformed and may continue its next Action normally in its new movement mode. Cranky Machine! The Combat Mecha has transformed with a few fits and starts, and may only move half on its next Action. Give it a Thump! The Combat Mecha will not transform properly and is stuck between modes. The Combat Mecha may take no Action other than to try and complete transformation into a chosen mode of movement.
SECONDARY GUNS In addition to the main gun weapons listed above it is common to find secondary weapons on most vehicles as well. Secondary weapons can only fire into the arcs described in the stats of the Combat Mecha. These will be noted as T=Turret, Hd=Head, H=Hull, Tor=Torso, RA=Right Arm, LA=Left Arm.
TRACTION Combat Mecha typically will use Legs as their motive power, but may also be able to transform and use a secondary form of movement.
COMBAT MECHA DETAILS
SPEED
Combat Mechas, like other vehicles, have certain standard characteristics. Each Combat Mecha has a certain weapon, armor, and maneuverability that can be represented in a similar way to tracked and wheeled vehicles.
There are two sets of numbers, one representing its Combat Mecha walking mode, the other its “Transformed” mode of movement. The two numbers here represent the vehicle’s top speed on roads and on cross-country terrain respectively. Further notes describe its alternate movement mode: L=Leg mode, Tr=Tracked, Wh=Wheeled, G=Grav powered.
SIZE This is the relative size of the Combat Mecha, classified as Unarmored (for lightly framed support Mecha), Light, Medium and Heavy. These values help determine Impact ratings in clos combat
© 2011 John Cunningham
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5150 STAR ARMY: MECHA MADNESS when transforming into Amphibious Mode. These Combat Mechas either have skirts or plates that form a “hull” that makes it easier to move through the water. Standard movement is 7” in Amphibious Mode. A Combat Mecha’s seaworthiness can be somewhat precarious, so if a scenario calls for choppy waves the driver must make a “Flotation” test.
COMBAT MECHA REACTION TESTS Combat Mechas will take Reaction Tests like any other vehicle using the appropriate charts, per page 34 of 5150: Star Army.
BASIC COMBAT MECHA MOVEMENT A Combat Mecha may move up to its maximum speed as when active, per the 5150: Star Army rules for Vehicles (page 33). The Combat Mecha’s movement is determined by its movement mode, as does its control check. When in Vehicle mode it will take all tests as a Vehicle, using the Out of Control Table, etc. When in Combat Mecha mode it will take all tests as a Combat Mecha, using the Stumble and Will It Stand Tables, etc. The rules in this section cover movement in Combat Mecha mode.
1
(2d6 vs Rep)
# D6 PASSED 1
MOVEMENT OVER BROKEN TERRAIN
0
Combat Mechas can walk through broken and rough terrain that would be impassable to normal vehicles. This includes woods, bogs, streams and rivers (per scenario), rough ground, rubble and steep slopes. Going through broken terrain requires a Broken Ground Test.
2
BROKEN GROUND TEST
0
RESULT Swimming like a duck! Continue movement as normal. Taking on water! Make another 1d6 test, if pass proceed at -2” speed due to minor flooding. If fail, the Combat Mecha sinks. All crew members make a Rep test to see if they get clear, or go down with the mech.
STOPPING
(2d6 vs Rep) # D6 PASSED 2 1
FLOTATION TEST
Combat Mechas may stop whenever they desire. If they wish to move after stopping during a turn they must spend 2” of movement.
RESULT
Example – A Titan Marine Mk.III Support HAMR Suit with 12” movement moves 8” forward and stops. It fires its main weapon and decides to resume movement. This would reduce its total movement by 2” so it could be moved up to another 2” if desired.
The Combat Mecha continues as normal. Check again with another roll on the Combat Mecha Run Over Table to see if the Combat Mecha is bogged or hung-up on terrain. Doh! The Combat Mecha trips on an obstacle, make a Stumble check.
REVERSING DIRECTION Anytime a Combat Mecha wishes to move in reverse, it may do so at up to one quarter of the speed remaining to it that turn of Activation. The Combat Mecha must have previously been stopped prior to moving in reverse.
AMPHIBIOUS MOVEMENT Some Combat Mecha may be equipped for amphibious operations and are typically watertight
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5150 STAR ARMY: MECHA MADNESS 2
KA-THUD! TEST (2d6 vs Rep)
TURNS # D6 PASSED 2
A Combat Mecha may make as many turns and through any angles desired when active. This is primarily due to the great maneuverability of the machines. However, if the Mecha makes two separate turns during one turn of Activation, it must roll on the “Stumble Table.” This is always true, even if the Combat Mecha has stopped and started in between each turn.
2
1
STUMBLE TEST (2d6 vs Rep)
# D6 PASSED 2
1
0
0
RESULT Combat Mecha remains upright and continues normally. It continues at same speed making turn without problems. The Combat Mecha either slips 1d6” sideways in the direction of the turn it was making, or it slips to left (1-3) or right (4-6) forty-five degrees and stumbles 1d6” in that direction. It must make a Will It Stand Test.
RESULT The Combat Mecha is undamaged by the fall and may attempt to stand on its next Action. The Combat Mecha has been damaged but can still function. Roll 1d6. 1-3: A weapon has been damaged and is inoperable. Roll d6 to check which weapon. 4-6: Drive train damaged, may only move at half-speed. Crunch! The Combat Mecha has been seriously damaged and is out of action, leaking smoke, oil, and other less identifiable fluids.
1
WILL IT STAND TEST (1d6 vs Rep) +1REP if Mecha equipped with arms
# D6 PASSED 1
Aahhhh!! The Combat Mecha turns and then skids away outward from the direction of the turn by 1d6” and then falls over or does a face plant. Each crew member must make a Recover from Knock Down test. The Combat Mecha must pass a Will It Stand Test to get up. The Combat Mecha may also have been damaged by the fall, so make a “KATHUD!” check.
RESULT
0
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If the Combat Mecha is attempting to stand, the Combat Mecha stands up and may move and fire during its Activation as normal. If the Combat Mecha is attempting to remain standing, it continues to stand and may continue its Activation. If the Combat Mecha is attempting to stand, it fails to stand. It remains prone, unable to move or shoot until another attempt can be made during the next Activation. If the Combat Mecha is attempting to remain standing, it fails and the vehicle falls prone. The crew must make a Recover from Knock Down test.
5150 STAR ARMY: MECHA MADNESS
RUNNING OVER AND THROUGH THINGS
Combat Mechas may run over or around things such as buildings, trees, non-armored vehicles, tank traps, trenches, etc. To do so the driver of the vehicle must declare their actions and roll on the Combat Mecha Run Over Table.
1
COMBAT MECHA RUN-OVER TEST (1d6 vs Rep)
# D6 PASSED 1
RESULT
0
If traveling at half speed or less, the Combat Mecha maneuvers around target with no trouble and continues through If traveling at over half speed the Combat Mecha hangs up on the obstacle and stops movement. Next Activation the Combat Mecha will maneuver around the object and continue through. If traveling at half speed or less the Combat Mecha hangs up on the obstacle and stops movement. Next Activation the Combat Mecha will maneuver around the object and continue through. If traveling over half speed, the Combat Mecha may fall! Driver rolls on the “Stumble” Table.
FIRING Firing weapons is carried out exactly the same way as outlined in the Vehicle combat rules starting on page 35 of 5150: Star Army. Combat Mechas firing Main and Secondary weapons use the standard Vehicle Ranged Combat table in SA: 5150 when shooting against vehicles, and the Combat Mecha Ranged Combat Table when shooting at Combat Mechas. Firing the Main or Secondary gun is carried out by first nominating a target. The gunner then rolls on the appropriate Table to determine the success of the hit.
SHOOTING AND COMBAT MECHAS Combat Mechas are unique in combat. While in Combat Mecha mode they have legs, arms and possibly a head, and present a different target profile from a standard vehicle. They have different weapons arcs from a vehicle.
in a 45 degree arc making up the front of the Combat Mecha. A Combat Mecha with a head can typically swivel the head up to 90 degrees from side to side. The head may house weapons, sensors or crew. A Combat Mecha with a torso can typically swivel its upper body area up to 90 degrees from side to side. Torso mounted weapons may be fired in a 45 degree arc making up the front of the Combat Mecha. Turrets mounted on Combat Mechas have an arc of fire based on turret placement. So one located in the top of a Combat Mecha would have a 360 degree arc, one mounted on the shoulder of a Combat Mecha could only fire into an arc that does not pass through any other part of it. Arms, typically mounted on either side of the torso, can rotate to point 45 degrees across the torso towards the opposite side, and 90 degrees way from the torso.
If the target is a Vehicle or Infantry, use the corresponding tables from 5150: Star Army.
If the target is a Combat Mecha roll on the Combat Mecha Penetration Table.
DAMAGE TO COMBAT MECHAS Combat Mechas are unique in that they may be hit while in different modes, Combat Mecha mode or Vehicle mode, depending on their design. While in Vehicle mode a Combat Mecha is attacked and damaged like any other vehicle per 5150: Star Army rules. But when hit by attacks while in Combat
A Combat Mecha with weapons mounted in the hull that cannot rotate uses the same facing rules as Vehicles. These weapons may be fired
© 2011 John Cunningham – Two Hour Wargames
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5150 STAR ARMY: MECHA MADNESS Mecha mode use the Combat Mecha Ranged Combat and Combat Mecha Damage Results Tables.
(Taken vs the Penetration Value when the Mecha is hit)
Combat Mechas may have their arms and legs targeted and hit in addition to standard turret and hull locations. Non-penetrating hits will result in a roll on the Combat Mecha Clank Table.
# D6 PASSED 2
RESULT • •
2
MECHA RANGED COMBAT TABLE (2d6 vs Gunner Rep) Rep –1 at over 48”
# D6 PASSED 2 1
0
•
RESULT
•
Hit Target aimed for. Miss if target or shooter “Fast Moved” Hit other targets if at 12” range or less. Otherwise Roll 1d6 Hit Head on 1 (If no Head this is a Hull/Torso hit) Hit/Turret/Torso Hull on 3 –4 (If “Hull Down” then Clank Test) o If Mecha has a turret roll additional 1d6; 1-3= Turret, 4-6=Hull Arm on a 5 (roll left or right arm. If arm behind cover then Clank Test) Leg on a 6 (Roll left or right leg. If leg behind cover then Clank Test)
1
•
•
Miss, target ignores fire.
•
•
0
2
COMBAT MECHA DAMAGE TABLE
STOMP!
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Head the attack destroys the head and any weapons or crew placed there Turret/Torso/Hull the attack penetrates the Combat Mecha and all crew are killed. Arm shot renders arm useless. Arm mounted weapons no longer function. Take Stumble check at –1 to Rep. • Leg shot renders leg useless. Take immediate Will It Stand check at –2 to Rep. Combat Mecha may no longer walk but torso may twist up to 90 degrees side to side. Head the attack disables the head and may no longer rotate it or use weapons placed there. Each crew member must roll a single D6 vs. the difference. If this passes 1D6, the crew member is dead, otherwise they must bail out. Turret/Hull/Torso The attack disables the Combat Mecha; it may no longer move or shoot. Each crew member must roll a single D6 vs. the difference. If this passes 1D6, the crew member is dead, otherwise they must bail out. Arm shot Combat Mecha must take immediate Will It Stand check at normal Rep. Roll 1d6. Score of 1-3 renders arm-mounted weapon useless. Any other score jams weapon for one Activation. Leg shot Combat Mecha must take immediate Will It Stand check at –1 to Rep. Roll 1d6. Score of 1 renders torso-mounted weapon useless. Any other score jams weapon for one Activation.
The round fails to penetrate but causes a Clank Test.
5150 STAR ARMY: MECHA MADNESS During movement a Combat Mecha may nominate to stomp on a vehicle or soldier by coming into contact during an Overrun Attack. Contact is defined as any part of the bases in contact including tip to tip. Here’s how it’s done:
The active Combat Mecha must have enough movement to reach the target.
Both the overrunning vehicle and the target infantry or vehicle roll 2d6 versus their respective Reps.
Determine the number of d6 passed and consult the Stomp ‘Em! Table below to see what happens.
Immediately carry out the results.
STOMP ‘EM TABLE #d6 Passed 2+ more than opponent
1 more than opponent
Combat Mecha If target is Infantry, they are ruthlessly stomped and are Out of the Fight If target is Vehicle, the Combat Mecha plays “kick the can” with target. Consult Mech Impact table for the Penetration Value of the Mecha attack.
Same as opponent
If target is Infantry the Combat Mecha rolls 1D6 and adds its Rep for each figure in Contact. If the roll is an 8 or higher the target is stepped on and is Out of the Fight. The Mecha then moves its remaining distance through the infantry target. Target infantry takes a cohesion test. If target is Vehicle the Combat Mecha tries to stomp but delivers glancing blow. The Vehicle target takes a Clank Test. Go to Close Assault resolution.
Vehicle
Vehicle may fire Main weapons at the Combat Mecha and Mecha must take a Will It Stand Test.
Vehicle may fire Secondary weapons at the Combat Mecha, and Mecha must take a Will It Stand Test.
Go to Close Assault Resolution
Modify the number of d6 rolled if any circumstances apply.
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Infantry Anti-tank weapons are allowed to fire then go to Close Assault Resolution
Anti-tank weapons are allowed to fire then go to Close Assault Resolution
Go to Close Assault Resolution
5150 STAR ARMY: MECHA MADNESS MECH IMPACT TABLE MECH SIZE
UNARMORED
SB
HB
EXO
BTA
Unarmored
2
1
-
-
-
Light
3
2
1
-
-
Medium
4
3
2
1
-
Heavy
5
4
3
2
1
Rep COMBAT MECHA MELEE TABLE (Looking for Successes) A score of 1, 2, or 3 is a success A score of 4, 5, or 6 is a failure
COMBAT MECHA MELEE COMBAT
Modifiers: +1 If armed with Swords/Claws/Spikes; +2 if armed with Axe or Chain Saw
MECHA MELEE WEAPON
MODIFIER
Club or Improvised
+1d6
Spikes, Swords or Claws
+2d6
PUNCH OUT! MELEE AND COMBAT MECHAS
Axe or Chainsaw
+3d6
Given the humanoid design of many Combat Mechas, they may inevitably clash in heavy metal hand-to-hand combat. Combat Mecha melee is carried out when two or more Combat Mechas come into contact (within a 1” range of a target) via passed Charging Into Melee test like an Infantry unit (see 5150: Star Army, page 26) based on the Reputation of the Mecha. To fight a melee round, follow a modified form of SA: 5150 hand-to-hand combat.
Target using Soft Body Armor or less
+2d6
Target using Hard Body Armor
+1d6
Target using Exo Armor
-1d6
Target using Battlefield Tactical Armor
-2d6
ARMOR
CIRCUMSTANCE
1. Each Combat Mecha in melee will roll 1d6 for each point of Rep of the crew. 2. Add or subtract d6 as outlined based on melee weapon, armor and circumstances that apply. 3. Both sides declare a target (if desired) and roll their modified total of d6, counting all success, scores of 1, 2, or 3. 4. Consult the Combat Mecha Melee Results Table to determine the results of the Melee. 5. All results are immediately applied
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Performing Death from Above
+3d6
Prone
-1d6
In melee with 2+ enemies
-1d6
In melee with 3+ enemies
-2d6
Mecha has no arms
-2d6
5150 STAR ARMY: MECHA MADNESS successes. The Recon suit declares a head shot and scores 21 successes, the Support suit declares he wants to lop off the left arm and scores 4 successes. This means the Support suit scored “2+ more than opponent” and hits his desired target, and will roll on the Mecha Damage table.
COMBAT MECHA MELEE RESULTS TABLE (Number of Successes) # SUCCESSES 2+ more than opponent
1 more than opponent
RESULT Winner hits desired target and rolls on the Combat Mecha Damage Table. If no target called, the hit will be randomly rolled for (see below) against the Side/Rear armor value. The enemy Combat Mecha must also take a Will It Stand Test.
DETERMINING MECHA DAMAGE Anytime a Combat Mecha loses a melee the winner must roll on the Combat Mecha Damage Table. The winner rolls 2d6 and compares the score to the Penetration value of the weapon using the Mech Impact Table. Example – A separatist controlled HAMR Recon suit loses a round of melee to a Titan Marine HAMR Support Suit and is hit in the left arm. The Support suit is a “Medium” Combat Mecha and is armed with a Mech Sword. Checking against the Recon suit’s Front armor, “EXO,” gives an Impact of 2.. The Support suit roles 2d6, scoring a “2” and a “1.” This is a Pass 2d6, which destroys the arm and all weapons housed there.
Winner rolls 1d6 to see where they hit their enemy, and then on the rolls on the Combat Mecha Damage Table vs Front armor value to inflict damage. Hit Head on 1 (If no Head this is a Hull/Torso hit) Hit/Turret/Torso Hull on 3 –4 (If “Hull Down” then Clank Test) If Mecha has a turret roll additional 1d6; 1-3= Turret, 4-6=Hull Arm on a 5 (roll left or right arm. If arm behind cover then Clank Test)
CONTINUOUS MELEE If after a round of melee the sides are still in contact they will fight again on the next phase of Activation regardless of which side is active. However, the active player may decide to break off the melee instead.
Same as opponent
Leg on a 6 (Roll left or right leg. If leg behind cover then Clank Test) All Miss and melee continues next turn
BREAKING OFF MELEE Anytime a Combat Mecha is active it may choose to end the melee and move at least 2” away from the enemy unless blocked by terrain such as when having a back to the wall. Once the melee has been broken off, both sides take an immediate In Sight check. They may thus be allowed to shoot in the same turn that they are breaking off the melee.
Example – Two HAMR Suits are engaged in melee, one a captured Recon Mk II suit (Light Combat Walker, rep 4) and the other a Titan Marine Support Mk III suit (Medium Combat Walker, rep 4). The Recon suit is using an improvised weapon, the leg from a downed Combat Walker, while the Support suit is using a Mech Sword (giant Katana). The Recon Suit gets the following number of dice: Rep level (+4) , Improvised Weapon (+1), Target using EXO Armor (-1) for 4d6. The Support Suit gets Rep level (+4); Sword (+2), Target using EXO Armor (-1) for 5d6 They now roll their dice and count
Example – A HAMR Recon suit and a HAMR Support suit are in hand-to-hand combat. The Recon Suit becomes active and decides to “step back” 1”. Both immediately take an “In Sight” check with the Support suit counting as stationary.
© 2011 John Cunningham – Two Hour Wargames
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5150 STAR ARMY: MECHA MADNESS THE LEAST YOU NEED TO KNOW
CLOSE ASSAULT VS MECHA CIRCUMSTANCES MODIFIERS TABLE
•
All the Combat Mechas in contact in a melee fight at the same time by rolling dice against each other.
•
Melee is influenced by Impact of the weapon and number of enemies that are being faced.
CIRCUMSTANCE
•
Figures that fight one round of melee and are still in contact will fight again the next Activation regardless of who is activated.
Target Mecha gains the modifier if they have Secondary Weapons facing the active infantry
+1d6
•
Active Combat Mechas may break off a melee as desired.
+2d6
All other rules for Combat Mechas are identical to those found in the Basic Training – Vehicles and Buildings section of the 5150: Star Army rulebook.
The Target Mecha gets the modifier if armed with a Melee weapon The active Infantry gains the modifier of they are attacking to the flank of the target Mecha
+1d6
The active Infantry gains the modifier of they are attacking to the rear of the target Mecha
+2d6
The active Infantry gains the modifier of the target Mecha does not have arms
+1d6
MAN AGAINST MECH Active Infantry may attempt to attack Mecha in a Close Assault. When Close Assaulting the infantry are trying to disable or destroy the enemy Combat Mecha per the Close Assault rules in Star Army:5150 (page 36), but using the below Close Assault vs Mecha Table. Here’s how it’s done:
The active Infantry must have enough movement to reach the target Mecha.
Both the infantry and the target Mecha roll 2d6 versus their respective Reps.
Modify the number of d6 rolled if any circumstances apply, consulting the Mecha Circumstances Modifier Table.
Determine the number of d6 passed and consult the Close Assault Table (SA:5150, p36).
Immediately carry out the results.
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5150 STAR ARMY: MECHA MADNESS SAMPLE COMBAT MECHAS Combat Mecha Type
AV
Size
Main Gun
Secondary
Traction
Speed
EXO
Light
Projectile, Light (RA)
Infantry RL (RA)
LEG
16/16
Projectile, Light (LA)
Infantry RL (LA)
Beam, Medium (Torso)
Infantry RL (RA)
LEG
12/8
Infantry RL (LA)
Mech Sword
Titan Marine Mk II Recon HAMR Suit
EXO Titan Marine Mk III Support HAMR Suit
Medium
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Notes
The Recon Suit is a light infantry support suit and perfect for both Urban and Planetary missions. Available with a variety of armament options as required. The Support Suit is equipped with a medium pulse laser system and light surface to surface missile system. Perfect for combat missions where a little more fire power is needed. Available with a variety of armament options as required.
5150 STAR ARMY: MECHA MADNESS COMBAT MECHA QRS TABLES 2 KA-THUD! TEST 2
TRANSFORM MECHA TEST
(2d6 vs Rep)
(2d6 vs Rep) # D6 PASSED 2
1
0
2
# D6 PASSED 2
RESULT Transformed! The Combat Mecha has transformed and may continue its next Action normally in its new movement mode. Cranky Machine! The Combat Mecha has transformed with a few fits and starts, and may only move half on its next Action. Give it a Thump! The Combat Mecha will not transform properly and is stuck between modes. The Combat Mecha may take no Action other than to try and complete transformation into a chosen mode of movement.
1
0
1
STUMBLE TEST
1
0
The Combat Mecha is undamaged by the fall and may attempt to stand on its next Action. The Combat Mecha has been damaged but can still function. Roll 1d6. 1-3: A weapon has been damaged and is inoperable. Roll d6 to check which weapon. 4-6: Drive train damaged, may only move at half-speed. Crunch! The Combat Mecha has been seriously damaged and is out of action, leaking smoke, oil, and other less identifiable fluids.
WILL IT STAND TEST (1d6 vs Rep) +1Rep if Mecha equipped with arms
(2d6 vs Rep) # D6 PASSED 2
RESULT
RESULT
# D6 PASSED 1
Combat Mecha remains upright and continues normally. It continues at same speed making turn without problems. The Combat Mecha either slips 1d6” sideways in the direction of the turn it was making, or it slips to left (1-3) or right (4-6) forty-five degrees and stumbles 1d6” in that direction. It must make a Will It Stand Test.
RESULT
0
Aahhhh!! The Combat Mecha turns and then skids away outward from the direction of the turn by 1d6” and then falls over or does a face plant. Each crew member must make a Recover from Knock Down test. The Combat Mecha must pass a Will It Stand Test to get up. The Combat Mecha may also have been damaged by the fall, so make a “KATHUD!” check.
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If the Combat Mecha is attempting to stand, the Combat Mecha stands up and may move and fire during its Activation as normal. If the Combat Mecha is attempting to remain standing, it continues to stand and may continue its Activation. If the Combat Mecha is attempting to stand, it fails to stand. It remains prone, unable to move or shoot until another attempt can be made during the next Activation. If the Combat Mecha is attempting to remain standing, it fails and the vehicle falls prone. The crew must make a Recover from Knock Down test.
5150 STAR ARMY: MECHA MADNESS 1
COMBAT MECHA RUN-OVER TEST
2
MECHA RANGED COMBAT TABLE (2d6 vs Gunner Rep) Rep –1 at over 48”
(1d6 vs Rep) # D6 PASSED 1
RESULT
0
# D6 PASSED 2 1
If traveling at half speed or less, the Combat Mecha maneuvers around target with no trouble and continues through If traveling at over half speed the Combat Mecha hangs up on the obstacle and stops movement. Next Activation the Combat Mecha will maneuver around the object and continue through. If traveling at half speed or less the Combat Mecha hangs up on the obstacle and stops movement. Next Activation the Combat Mecha will maneuver around the object and continue through. If traveling over half speed, the Combat Mecha may fall! Driver rolls on the “Stumble” Table.
0
2
BROKEN GROUND TEST
RESULT Hit Target aimed for. Miss if target or shooter “Fast Moved” Hit other targets if at 12” range or less. Otherwise Roll 1d6 o Hit Head on 1 (If no Head this is a Hull/Torso hit) o Hit/Turret/Torso Hull on 3 –4 (If “Hull Down” then Clank Test) If Mecha has a turret roll additional 1d6; 13= Turret, 4-6=Hull o Arm on a 5 (roll left or right arm. If arm behind cover then Clank Test) o Leg on a 6 (Roll left or right leg. If leg behind cover then Clank Test) Miss, target ignores fire.
(2d6 vs Rep) # D6 PASSED 2 1
0
RESULT The Combat Mecha continues as normal. Check again with another roll on the Combat Mecha Run Over Table to see if the Combat Mecha is bogged or hung-up on terrain. Doh! The Combat Mecha trips on an obstacle, make a Stumble check.
2
MECHA COMBAT TESTS © 2011 John Cunningham – Two Hour Wargames
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COMBAT MECHA DAMAGE TABLE
5150 STAR ARMY: MECHA MADNESS (Taken vs the Penetration Value when the Mecha is hit) # D6 PASSED 2
•
•
•
•
•
•
•
0
(Looking for Successes) A score of 1, 2, or 3 is a success A score of 4, 5, or 6 is a failure
RESULT
•
1
Rep COMBAT MECHA MELEE TABLE
Head the attack destroys the head and any weapons or crew placed there Turret/Torso/Hull the attack penetrates the Combat Mecha and all crew are killed. Arm shot renders arm useless. Arm mounted weapons no longer function. Take Stumble check at –1 to Rep. • Leg shot renders leg useless. Take immediate Will It Stand check at –2 to Rep. Combat Mecha may no longer walk but torso may twist up to 90 degrees side to side. Head the attack disables the head and may no longer rotate it or use weapons placed there. Each crew member must roll a single D6 vs. the difference. If this passes 1D6, the crew member is dead, otherwise they must bail out. Turret/Hull/Torso The attack disables the Combat Mecha; it may no longer move or shoot. Each crew member must roll a single D6 vs. the difference. If this passes 1D6, the crew member is dead, otherwise they must bail out. Arm shot Combat Mecha must take immediate Will It Stand check at normal Rep. Roll 1d6. Score of 1-3 renders arm-mounted weapon useless. Any other score jams weapon for one Activation. Leg shot Combat Mecha must take immediate Will It Stand check at –1 to Rep. Roll 1d6. Score of 1 renders torso-mounted weapon useless. Any other score jams weapon for one Activation.
COMBAT MECHA MELEE COMBAT MECHA MELEE WEAPON
MODIFIER
Club or Improvised
+1d6
Spikes, Swords or Claws
+2d6
Axe or Chainsaw
+3d6
ARMOR Target using Soft Body Armor or less
+2d6
Target using Hard Body Armor
+1d6
Target using Exo Armor
-1d6
Target using Battlefield Tactical Armor
-2d6
CIRCUMSTANCE Performing Death from Above
+3d6
Prone
-1d6
In melee with 2+ enemies
-1d6
In melee with 3+ enemies
-2d6
Mecha has no arms
-2d6
COMBAT MECHA MELEE RESULTS TABLE (Number of Successes)
The round fails to penetrate but causes a Clank Test.
# SUCCESSES 2+ more than opponent
RESULT Winner rolls on the Combat Mecha Damage Table vs Side/Rear armor value to inflict damage. Loser takes a Will It Stand Test.
1 more than opponent
Winner rolls on the Combat Mecha Damage Table vs Front armor value to inflict damage All Miss and melee continues next turn
Same as opponent © 2011 John Cunningham – Two Hour Wargames
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5150 STAR ARMY: MECHA MADNESS STOMP ‘EM TABLE #d6 Passed 2+ more than opponent
1 more than opponent
Combat Mecha If target is Infantry, they are ruthlessly stomped and are Out of the Fight If target is Vehicle, the Combat Mecha plays “kick the can” with target. Consult Stomp ‘Em Impact table for the Penetration Value of the Mecha attack.
If target is Infantry the Combat Mecha rolls 1D6 and adds its Rep for each figure in Contact. If the roll is an 8 or higher the target is stepped on and is Out of the Fight. The Mecha then moves its remaining distance through the infantry target. Target infantry takes a cohesion test. If target is Vehicle the Combat Mecha tries to stomp but delivers glancing blow. The Vehicle target takes a Clank Test. Go to Close Assault resolution.
Same as opponent
Vehicle
Vehicle may fire Main weapons at the Combat Mecha and Mecha must take a Will It Stand Test.
Vehicle may fire Secondary weapons at the Combat Mecha, and Mecha must take a Will It Stand Test.
Go to Close Assault Resolution
Infantry Anti-tank weapons are allowed to fire then go to Close Assault Resolution
Anti-tank weapons are allowed to fire then go to Close Assault Resolution
Go to Close Assault Resolution
STOMP ‘EM IMPACT TABLE MECH SIZE
UNARMORED
SB
HB
EXO
BTA
Unarmored
2
1
-
-
-
Light
3
2
1
-
-
Medium
4
3
2
1
-
Heavy
5
4
3
2
1
Modifiers: +1 If armed with Swords/Claws/Spikes; +2 if armed with Axe or Chain Saw
© 2011 John Cunningham – Two Hour Wargames
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