This is a tabletop wargaming system I designed for Gunpla. It's a conversion from Warhammer 40k, as a result it's pretty much d6 heavy.
Will upload armory, pilot stats and Mecha Hangar later.
Mecha Body
Each unit is seperated into 7 parts: Head, L and R arm, L and R legs, Torso and Cockpit. The most common rule for each of the parts are:
Head
Roll a 5+ to hit
Penalty upon destruction: Accuracy -1, Cockpit turns from Armored to Revealed
Arms
Roll a 4+ to hit
Penalty upon destruction: Lose all weapons in arm.
Legs
Roll a 4+ to hit
Penalty upon destruction: Reduce maximum amount of movement (Does not affect Thruster Rush's full movement) and cannot use dodge if thrusters have been used.
Torso*
Roll a 3+ to hit
Penalty upon destruction: Suit is out of commision and rolls a d6 to determine the effect:
1/2. Disabled (Suit becomes completely harmless and no longer functions)
3/4: Critically Disabled (Suit reactor remains active, will explode if more damage is applied.)
5. Meltdown (Explode upon next turn. Radius dependant on suit.)
6. Explode! (Entire unit blows up. Consult suit explosion radius)
*If Torso is hit by weapons with penetrating 9/10, automatically use the Explode effect.
Cockpit*
Roll a 6 to hit
Penalty upon destruction: Roll a d6 and consult below.
1-3: Cockpit hatch blown off: Cockpit turns from armored into revealed
4-6: Cockpit penetrated and pilot inside is killed.
*Cockpit can only be damaged by weapons with penetrating of 4 or below. Higher penetrating results in torso damage as opposed to cockpit damage.
**Revealed Cockpits gain no checks for penetration-on-armor, and instakills the pilot inside.
Certain units have special rules that are listed at the end of their stats. Consult "Special Equipment" for more information.
Stats information
Mobility: The movement of a mobile suit. Higher mobility grants higher bonuses to a unit's dodge rates. Mobility is also considered in Close Combat initiatives, coupled with pilot reaction times.
Armor level: Ranges from S, A, B, C, D, and E. S represents the toughest armor/shields whereas E represents the weakest armor there is. Examples of S class armor are equipment like I-fields, Beam Shields or GN Shielded parts.
AP: Armor Penetration; This stat is rated on weapons. Examples of weapons with low AP include Infantry Weapons, Anti-Personnel weapons and Head Vulcans, while high AP weapons include Beam Cannons, Hyper Mega Launchers, Bazookas and High Yield Beam Rifles.
Reaction Time: stat for pilots. This is coupled with mobile suit mobility to determine close combat effectiveness.
Accuracy: Higher accuracy grants a higher bonus to hit the target with a ranged weapon
Equipment Strength: The amount of hits a weapon can take before being destroyed.
Energy: Beam weapons have a limit of charges before it runs dry. As a result a player must spend a minor movement action to reload the weapon. This does not apply to Beam sabers, where it is linked to the slots in the palm of a mech that directs the energy from the suit to the beam saber.
Point allocation
Players use points to determine what units they will be fielding on the game. Below is a simple example of point allocation for a 500 point list.
Gelgoog 150pts
- Ace Pilot 50 Pts
- Psychoframe 30 Pts
2 x GiNN 200pts
- 2 x Rookie Pilot 20 pts
Total points allocated: 450 pts
Refer to the list of units for point requirements.
Basic Combat
All units get three basic actions per turn.
1. Movement
2. Ranged Combat
3. Assault
Movement
Basic mech movement allows one to move up to 6 inches per turn. Thruster Burn can be activated for an additional 12 inches in movement. However, upon using Thruster burn, said mech cannot assault on that turn, and may not use thruster burn again until 2 turns has passed.
Kneeling is a free action, but getting up requires you to take a minor move action. (Reduce your movement to 3 inches.)
Some mechs have special movement rules. Consult mech specifications for more information
Ranged Combat
Consult mecha body parts for required rolls for hitting. There are two kinds of shots a unit can take during the Ranged Combat stance.
Snap Shot are simple fire-and-forget attacks. No penalties or bonuses are incurred.
Aimed Shots require the unit to be stationary. A bonus of +1 to attack rolls are given.
"Under Pressure" shots incur a penalty of -1 to accuracy, and happens when an Enemy is within 4 inches of you. This penalty can be negated with the traits "Nerves of Steel". This penalty does not count if you are the assaulter.
Assault
Assault is when the unit makes a charging attack upon the enemy. This is often done by units equipped with Jetpacks or units configured for melee combat. Consult the mech specifications and look for "Assaulter Unit" to determine whether it is capable of making an assault during a round. The charge attack allows the unit to move up to 6 inches, and engage in melee when the unit is at least 1 inch away from the target. The unit must be equipped with a melee weapon in the hand to engage effectively.
Some ranged weapons can be fired upon moving. These weapons are designated as Assault weapons where the unit can move while firing. Assault weapons can be fired twice: Once in Ranged Combat and once in assault phase.
E.G. A GiNN Insurgent is assaulting a nearby Union Flag. A M68 Assault Machinegun with the trait "Assault 3" is equipped in one of the hands. The GiNN may open fire at the Union Flag while advancing upon the enemy.
Units who have used "Thruster Burn" during their movement phase may not make an assault movement, as they have burned up their thrusters, requiring a cooldown time to avoid overheating.
Advanced Combat
Parry/Counter-attack
During melee combat, both players roll a d6 and add their mobility stat to determine who gets the first strike. During the first turn, the player, if equipped with a melee weapon, may opt to parry the weapon instead of rolling for dodging the weapon. Parrying is an excellent alternative for units with low mobility stats, which may hamper their dodge checks seriously. A unit may parry with a ranged weapon or a melee weapon.
To parry the enemy's attack, the player will make a secondary initiative check. (The first check is to determine who makes the first blow). If the second initiative check is higher than the attacker's first check, the unit has successfully parried the enemy's blade. From here, the player may opt to:
1. Deflect the enemy weapon
2. Deadlock the enemy blade
Deflecting the enemy weapon will allow you to break away from melee combat, allowing you to make a 6 inch move back. (12 if you wish to activate thrusters, and 18 for thruster burn.) Deadlocking the enemy's blade opens up a strategic possibility, where you may make opportunity attacks on the enemy with body mounted weapons e.g. Head Vulcans, Beam Shotguns mounted on body, etc.
Deadlocking is highly discouraged when it comes to Solid vs. Energy. A solid weapon can handle deadlocking a beam weapon for only 2 turns, before the weapon is cut clean and becomes completely useless. Anti-beam coated weapons can last for 3 turns, but will still be destroyed.
Guns cannot be deadlocked. If they are attempted to, they will be cut clean and rendered completely useless. However they are still capable of swatting the enemy's weapon away.
Also, please note that opting to parry negates any chance of a counterattack.
Counter-attack is the move that follows after the initial unit's first attack. Assuming that the unit which had been attack is still alive, the unit may make a counter-attack with their own melee weapon. Even a Beam Rifle can be used as a club to destroy the attacking mech's head.
Melee weapon types: Slashing, Piercing and Bludgeoning
Melee weapons come in a large variety. Some come in the shape of flails, some in the shape of warhammers, some in swords or rapiers. Each weapon has their own strengths and weaknesses.
Slashing weapons are considered to be the most common. Weapons like the Beam Saber are prime examples of these weapons. Slashing weapons can be used to decapitate or to make a clean cut of an enemy part. These are the best weapons to use when attempting to hack or sever a body part.
Piercing weapons are Javelins and Spears. These weapons are often used to make a specific strike on a part, aiming to puncture the cockpit or vital systems on the enemy suit. As a result, a well placed aim can easily disable, or even destroy, a mobile suit's generator within melee range. These weapons are also long reaching, which means it can engage in melee with their weapons within two inches. Piercing weapons, however, are not ideal deadlock weapons.
Bludgeoning weapons are Flails, Morningstar, maces, and weapons which deal a full surface damage on the enemy. Often these weapons are employed to knock a suit completely off balance, sending them flying into a prone position where the enemy will become helpless to the enemy's attacks. However, these weapons are heavy, and require some training to master. Especially when it is used with mobile suits. These weapon are also less likely to destroy the core of a mobile suit. However, it can be used to send it into critical overdrive.