FT Mecha rules

2 posts ยท Feb 18 1997 to Feb 18 1997

From: Donald A. Chipman III <tre@i...>

Date: Tue, 18 Feb 1997 11:08:23 -0500

Subject: FT Mecha rules

Well, I wasted a portion of my life watching the pointless and empty Robotech
II: The Sentinels last night. As disappointing as it was (even when viewed
through the haze of a 6 pack), it didn't stop me from sitting
down and hammering out preliminary Robotech-type fighters for Full
Thrust. These are pretty rough, and I haven't figured out pricing yet. They
also tend to make the mechs significantly more powerful than your standard
figheter, so stock up on your PDAFs. Comments, critisisims, and further ideas
would be greatly appreciated. Bear in mind that I'm pretty much a novice in
the world of Anime, so go easy on me.

Mecha rules:

Mecha can be targeted by fighters, ADAF, PDAF, and C batteries (operating in
PD mode) exactly as per standard fighters. Command Armor gives Mecha the same
advantages as Heavy Fighters.

Transforming: Switching from one form to another takes 1 turn, during which
the mech has a maximum speed of 10. While transforming, mecha cannot attack,
although they can defend if attacked as per the rules for fighters attacked
with spent
endurance (MT 11): on a roll of 1-2, they suffer the attack from the
enemy
but may not return fire at all, 3-4 they manage to evade the enemy and
continue on course, 5-6 they may engage in dogfighting as normal.
Transformable mecha have three forms in which to chose from:

Fighter Mode: In this form, the mech looks like an advanced fighter plane,
and behaves exactly as per standard fighters (FT 16-17).

Guardian Mode: Halfway between Fighter and Battloid modes, the Guardian gains
the speed of the fighter with the agility of the Battloid to give the group
the abilities of an interceptor group. Movement speed is 10.

Battloid Mode: The traditional humanoid robot form, Battloid Mode gives the
group the ability to behave as if they had an Ace. While in Battloid mode,
movement is slowed to 8 instead of 12, but otherwise the group behaves as if
they were in standard fighters. While in this mode, Battloids can engage in
boarding party actions. Each battloid which ends its turn within 2" of an
enemy ship may attempt to board the ship. On a roll of 3 or better on a d6,
the Battloid has made it aboard
and can fight as if it was a 4-man boarding Team (MT 7).  If the
Battloid fails the roll, it is assumed that the pilot couldn't find a large
enough entrance for his mech and must remain outside for the remainder of the
turn. Battloids can attempt to destroy any one system on board a ship; The
attacker must roll a d6. If he rolls lower or equal to half the amount of
Battloids involved in the attack (rounded down), he suceeds, and the system is
downed as if hit by a needle beam attack. Battleoids attempting such an attack
cannot otherwise attack during that turn. Battloids cannot take over a ship or
serve as a prize crew; they can only attack its crew and systems. While
serving in boarding actions, Battloids do not expend endurance points.
Defending ships may use their own Mechs for internal defense; each
group acts as 6 defense factors (with each Battloid operating as a 4-man
defensive team). A ship can commit all of its mecha groups to internal
defense, but can only move them from the hangar bays to the hallways as fast
as it launch them normally (1 group per turn for normal craft, 2 for
carriers). However, this does not count against the number of mechs the ship
can launch. For example, a carrier can launch 2 mecha groups AND divert two
groups to internal defense.

From: k.g.mclean@c... (Kevin Mc Lean.)

Date: Tue, 18 Feb 1997 17:25:59 -0500

Subject: Re: FT Mecha rules

In response to Donald Chipman's message of 18/2/97, re: Mechanoid rules

> Well, I wasted a portion of my life watching the pointless and empty

I quite like the look of your Mechanoid Rules, Donald, they appear very
balanced. Costing is a problem; they have several abilities, but it does take
time for them to be changed over... I'd tend to charge the same cost for
mechanoids as torpedo fighters.

Regards,