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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Shipyard Locked on November 01, 2016, 03:36:16 PM

Title: Stars Without Number: How are the mecha rules?
Post by: Shipyard Locked on November 01, 2016, 03:36:16 PM
In another thread (the one about what the OSR should do next) someone brought up the fact that the full version of Stars Without Number has mecha rules. I only have the free version, having bought An Echo, Resounding instead. Does anyone have any thoughts about that subsystem, its execution, and whether is could support the weight of a mecha-centered campaign?
Title: Stars Without Number: How are the mecha rules?
Post by: Brand55 on November 01, 2016, 05:58:26 PM
Quote from: Shipyard Locked;928232In another thread (the one about what the OSR should do next) someone brought up the fact that the full version of Stars Without Number has mecha rules. I only have the free version, having bought An Echo, Resounding instead. Does anyone have any thoughts about that subsystem, its execution, and whether is could support the weight of a mecha-centered campaign?
I like it, though I would probably want to expand it with more options--weapons, fittings, etc.--if I chose to run a mech-centric campaign (which is something I've wanted to do for years now). I'm really hoping that mechs get at least as much love in the new edition.

Mech combat works much like regular combat with to-hit rolls and AC, but each mech also has an armor rating that reduces damage from smaller weapons so that an infantryman with a pistol can't just plink away at their HP. Mechs are designed by choosing a hull (which can range in size from an Iron Man-sized suit to heavy mechs standing several stories tall), each of which allows for power and free mass to be allotted to things like weapons or various fittings. You can design a new mech in just a minute or two by picking stuff from the tables in the book or choose one of the dozen or so pre-built mechs listed. The whole system is very simple and anyone familiar with the basics of playing SWN should be able to integrate mechs without any trouble at all.
Title: Stars Without Number: How are the mecha rules?
Post by: Baulderstone on November 01, 2016, 06:23:55 PM
Another element of the mecha rules is maintenance. Mechs can go for 24 hours of operation before they start to gain penalties if they don't get some maintenance. Maintenance requires proper facilities and a lot of money, with the cost increasing based on the category of mech. Even more money is required if the mech has taken damage. PCs with mechs either need the backing of an organization or need to charge big money for their services.

There are also psimechs, which rely on pretech.

The design rules are essentially the same structure as the ship building rules. If the ship building rules are the right level of crunchy for you, the mech building rules will be as well.

I've never used the rules, so I can't say for certain they work, but they seem to the level of sturdiness that Kevin Crawford is known for. I'd be willing to use them for a mech-based campaign. If I were to single out one thing that some people might take issue with, it would be the lack of critical hits/system damage. I wouldn't find that hard to homebrew though.
Title: Stars Without Number: How are the mecha rules?
Post by: Shipyard Locked on November 02, 2016, 06:52:11 AM
Thanks guys.