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Mother Base Mechanics WIP?

May 24th, 2015
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  1. In mass-scale conflicts with participants too numerous to give each their own turn, use the following:
  2.  
  3. By default in a conflict where either side has approximately the same strength, each side rolls 10d10+20; this is equal to 30 men. The loser takes the difference between the two results in Damage.
  4.  
  5. For simplicity's sake, we can assume that:
  6.  
  7. Number of People Scale
  8. 3 people = 1d10+2
  9. 2 people = 1d6+1
  10. 1 person = 1d4
  11.  
  12. so in the above example of 10d10+20 vs the same, that would be two 30-men forces of equal strength facing off against each other.
  13.  
  14. Multiply the number of people by 12 to get the Force Strength, or FS, of your group. This is equal to your force's "health." So following the previous example, 30 men*12=360. For every 12 FS lost, one man is downed, and the rolls change to reflect this. This multiplier is considered the per-man FS multiplier.
  15.  
  16. Say Army A and Army B are in a conflict. Army A rolls 10d10+20 and scores a 62, while Army B rolls 10d10+20 and scores an 84. Both forces are of equal strength on equal ground and with equal equipment. In this case, Army A suffers a Force Strength loss of 22 points.
  17.  
  18. Thus Army A now has 338/360 FS. Due to the fact that Army A has lost 12 FS (but not yet 24), that means they have a man down, and are now 29 people strong. Their rolls change to reflect this. 10d10+20 turns into 9d10+1d6+19.
  19.  
  20. This is assuming that each Army is fielding the same equipment, as well.
  21.  
  22. These rules assume that all participants are on foot. The results are likely to change if there are any large deviations in strength, such as if Mektons are involved.
  23.  
  24.  
  25.  
  26.  
  27. Additionally, each force starts with 300 Morale Points.
  28.  
  29. Forces lose the twice the damage sustained subtracted by the number of people in that force (/AFTER/ FS damage), in MP.
  30.  
  31. So in the above example, where Army A sustained 22 FS of damage, they would also take 44 [double damage sustained] - 29 [# of people left standing] = 15 MP damage, resulting in an MP of 285/300.
  32.  
  33. For every 36 FS lost in a single roll, the losing force suffers an additional 10 MP loss.
  34.  
  35. At 2/3 MP, that force suffers a -(0.4*[# of people]) penalty to the opposed roll.
  36.  
  37. When at 1/3 MP, the penalty turns into -(0.7*[# of people]).
  38.  
  39. At 0 MP, the force is Broken, and suffers a flat penalty of -(# of people+10). It is possible to restore a Broken Force (or a Force below 1/3 MP that is not yet Broken) with a Leadership roll equal to half the number of people in the Force, bringing the MP back to 1/3.
  40.  
  41. MP is also restored upon a successful attack by your Force equal to the difference between the rolls, if the roll is in your favor.
  42.  
  43. At the end of a battle, MP is not immediately restored. If it is equal to or below 1/3, it will continue to degrade at a rate equal to the number of people in your Force per week. In order to increase these numbers, you must perform any of a variety of tasks, including random festivities (big feasts, parties, free alcohol, etc), pep talks and other such activities.
  44.  
  45. If MP is greater than 1/3 at the end of battle, then it will restore itself by a value equal to half the number of people in your Force each week.
  46.  
  47.  
  48.  
  49.  
  50. During a mass battle, you can elect to spend 1 Action to add 1d10 to your Force's roll.
  51.  
  52.  
  53.  
  54. MANPOWER MULTIPLIER:
  55.  
  56. Some of the costs below have "*MM" attached to a number. The cost is equal to that number times the Manpower Multiplier, or MM. This is equal to the number of people in your Force.
  57.  
  58.  
  59.  
  60.  
  61. SPECIAL UNIT RULES:
  62.  
  63. There are certain units that are special or otherwise unique. Be they field medics, commanders or vehicles, these units each provide their own benefits. You must designate one or more of your current Force's members as these units.
  64.  
  65. It is possible to target a special unit that is a part of a mass force, if you roll at a -10 penalty. You must specify the type of unit you are targeting, and can not target a Combat Staff, as they are unrecognizable from standard troops.
  66.  
  67. Additionally, for every 1/10 (rounded off) of your starting Force that becomes Downed, roll randomly on the following special unit chart. The roll list is a 1d8, as follows:
  68.  
  69. 1. Field Medic
  70. 2. Commander
  71. 3. Morale Killer
  72. 4. Heavy Weapons
  73. 5. Entrenchers
  74. 6. Demolitions Experts
  75. 7. Combat Engineers
  76. 8. Combat Staff
  77.  
  78. For each type of that special unit you have, you must then roll Luck of 14+(1*number of that unit you have), or else that unit will be Downed. If you roll the above chart on a unit you do not have, roll again.
  79.  
  80. For example, a Force of 30 people has 3 Field Medics, 1 Commander and 1 Morale Killer. 1/10 of 30 is 3, and so I must roll the 1d8 above for every 3 people that are Downed. The 1d8 turns up as a 1, meaning Field Medics. Thus I must roll a Luck challenge of 17. (14 + 3 Medics).
  81.  
  82. Lastly, if there is nothing /BUT/ special units left, then the above 1d8 roll is only necessary to determine which of the units is struck down first, but the Luck roll is negated, due to the lack of other, standard soldiers to take their place.
  83.  
  84.  
  85. * [5] Field Medics: For every Field Medic your Force has, you can restore 1d6+1 FS per battle.
  86.  
  87. * [6] Morale Killers: You deal an additional 5 Morale Points damage when you successfully damage an enemy's MP.
  88.  
  89. * [6] Heavy Weapons: When your Force successfully attacks an enemy, it deals an additional 2 FS of damage.
  90.  
  91. * [7] Snipers: Snipers can never be hit by any standard infantry units or units from the above, except for other Snipers. The only other exception to this is if a Sniper is targeted specifically, at -10 as usual. Due to this, Snipers have their own separate FS equal to (# of Snipers * FS multiplier). You must also subtract this result from your previous FS max to compensate. You can only have a number of Snipers equal to the total number of people in your Force (Snipers included) divided by 5, rounded up.
  92.  
  93. * [8] Commanders: Commanders add an additional +1 to your Force's roll. You can only have a number of Commanders equal to the total number of people in your Force (Commanders included) divided by 5, rounded up. Additionally, any MP damage you sustain is reduced by the number of Commanders you have.
  94.  
  95. * [10] Entrenchers: For each Entrencher you have, you gain the ability to construct over the course of one round an entrenchment that provides troops in the field 5 IP of protection. Declare at the start of a round that they will begin construction, and at start of the following round, the construction will be complete. You can only construct up to 10 IP per Entrencher, per battle.
  96.  
  97. * [10] Demolitions Expert: You can elect to sacrifice 5 points of success you roll against an enemy Force over the target's DC to reduce a target fortification or vehicle's IP by an additional 5, per Demolitions Expert you have. For example, if your Force rolls 30 points over an enemy Force whom are entrenched in a fortification, and that fortification has a DC of 10, you can reduce your success ratio to 25 to deal 10 IP of damage to the fortification instead of the usual 5. You can reduce your success and increase the IP damage by 5 per Demolitions Expert. This can only be done once per battle per Demolitions Expert. You can only have a number of Demolitions Experts equal to the total number of people in your Force (Demolitions Experts included) divided by 5, rounded up.
  98.  
  99. * [12] Hotshot Pilot: When in a vehicle, adds an additional 2d6 to your Force's roll.
  100.  
  101. * [12] Combat Engineers: For every Combat Engineer your Force has, you can restore 1d10+2 IP per battle to a vehicle or Fortification.
  102.  
  103. * [XX] Combat Staff: See Base Building Rules.
  104.  
  105.  
  106.  
  107. VEHICLES AND MEKTONS:
  108.  
  109. Every vehicle and Mekton has their own individual FS and IP. For Mekton and above Scale, take the Torso's number of Kills and multiply it by 25. This is equal to that Mekton's FS. Do the same for the Mek's Armor SP; that is equal to the IP. Multiply the Damage Constant for the Mek by 5 to equal the Defense Constant.
  110.  
  111. For Roadstriker Scale, simply use the number of Hits that the Torso and Armor has as its FS and IP values. Multiply the Damage Constant for the Roadstriker by 2.5 to equal the Defense Constant.
  112.  
  113.  
  114.  
  115.  
  116. ----------
  117.  
  118.  
  119.  
  120.  
  121. By default, a base has 50 Integrity Points, or IP.
  122.  
  123. A base or fortification, when used by a group to defend against an invading force, acts to that force's FS as Armor acts to a Servo on a Mek.
  124.  
  125. A standard 30-man force in a fortification would have the following stats:
  126.  
  127.  
  128. 50/50 IP
  129. 360/360 FS
  130. 300/300 MP
  131.  
  132.  
  133. A fortification also has a Defense Constant, or DC, of 10. This means that any damage equal to or less than 10 does not damage the fortification at all.
  134.  
  135.  
  136. When an assaulting force damages a defending one with a result higher than the DC, the Base's IP is reduced by 5. Additionally, any incoming damage is reduced by the IP/4, rounded down (before the IP reduction from successful damage). Even if an assault did not damage the defender's FS, if it beat the base's DC, the IP still suffers the 5 point reduction. Any invading force had best come prepared!
  137.  
  138.  
  139. A standard fortification can sustain up to 50 people, has a minimal medical suite, a Mek Bay suitable to store, launch and repair up to 8 Meks, a basic communications array, an armory and a fuel depot to stock their soldiers and machines, and a powerplant to power the entire base.
  140.  
  141.  
  142. A standard medical facility can restore 2d10 FS every week, up to a max of 48 in one month. After either 48 FS has been restored or a month has passed, the total number of men in the Force is reduced by the difference between the max and current FS divided by 12, rounded down.
  143.  
  144. So for example, you have a 30 person Force. Each person is 12 FS, meaning you have 360 FS.
  145.  
  146. Your Force, having yet to encounter a battle in this state, has an FS of 360/360.
  147.  
  148. Your Force then enters a battle and sustains 60 FS of damage before the battle ends. Since each person represents 12 FS, this means you have 5 men "down." Your FS is now 300/360. A month passes, and you manage to restore a total of 42 FS to your Force, bringing your total up to 342/360.
  149.  
  150. Now subtract 360 by 342, giving you 18, and divide that by 12, giving you 1.5. Round that down to 1. Your final result is that 4 of the 5 downed soldiers were able to be nursed back to health through their grevious wounds, while the final soldier eventually succumbed and died.
  151.  
  152. Your Force is now 29 people strong instead of 30, and because of this, your FS max is adjusted to compensate. Thus, your once 360/360 FS with 30 12-FS men is NOW 348/348 FS with 29 12-FS men.
  153.  
  154.  
  155.  
  156. A standard Mek bay can accomodate, repair, upgrade and store a maximum of 8 Mekton-scale machines. Each "Mekton" slot can fit 3 Roadstrikers if desired.
  157.  
  158.  
  159.  
  160. A basic communications array has stats equal to a Mekton Mediumweight Sensor System by default. They provide your Force with an Awareness roll of 1d10+8.
  161.  
  162.  
  163.  
  164. The Armory is assumed to be regularly stocked with all the necessary regular items that soldiers need, such as enough required guns and ammo. But another function that an Armory provides is the ability to outfit its troops with "special" equipment, such as RPGs, flamethrowers, or whatever else you see fit to imagine. These come in the form of a pool of "Boost Dice."
  165.  
  166. Boost Dice can be used at any time during a roll to increase that roll's result. Boost Dice are a static fixture that do not regenerate after each battle, and you will have to pay to resupply them, so use them wisely. Finally, you can only use up to 5 Boost Dice of any kind on a single given roll.
  167.  
  168. A standard armory has, in Boost Dice:
  169.  
  170. (1) 1d10
  171. (3) 1d6
  172. (5) 1d4
  173.  
  174.  
  175.  
  176. A standard powerplant can power a base without any issues. Does not come with a backup generator.
  177.  
  178.  
  179.  
  180. You will start with 1500 BP (Base Points). Use these to purchase upgrades for both your Base, as below, and/or your Force. Everything located in brackets is the price of the upgrade.
  181.  
  182. Base Upgrades:
  183.  
  184.  
  185. * [~] BP to CP Conversion - Decrease the amount of BP you have by a desired number and give yourself a pool of CP equal to that amount. This CP can be used for anything from repairs to upgrades, or even building a completely new Mek or other machine. Remember that 100 CP is the current absolute max that any machine can go. In order to increase this max, you will need to perform research.
  186.  
  187.  
  188. * [50] (cost increases by 30 for each succeeding upgrade) Reinforced Walls - +2 to DC.
  189.  
  190.  
  191. * [35] Like an Onion - +5 to IP.
  192.  
  193.  
  194. * [25] Larger Barracks - +10 to the maximum number of people your base can support.
  195.  
  196.  
  197. * [75*Level] Improved Medical Facility - Increase the amount of FS you restore by the "Number of People Scale." Ie: purchase this once, increase FS restored by 1d4. Twice, 1d6+1. Three times, 1d10+2. Four times, 1d10+1d4+2. Five times, 1d10+1d6+3. Six times, 2d10+4. Etc. This can only be taken twelve times.
  198.  
  199.  
  200. * Armory Boost Dice Increase - Increase one of the following pools' capacity (costs increase by half their previous value per each new level):
  201. - [50] 1d10
  202. - [36] 1d6
  203. - [20] 1d4
  204.  
  205. Note: to restock spent Boost Dice pools, it will cost:
  206. - [12] 1d10
  207. - [9] 1d6
  208. - [5] 1d4
  209.  
  210.  
  211.  
  212. * Dedicated Staff - Gain a non-combat staff member stationed inside the base. They do not count towards FS, rolls, or fighting strength. You can alternatively purchase these effects at half cost and apply them to a soldier that /is/ a member of combat, but at the risk of losing them. These are considered Combat Staff.
  213. - [6] Chef: Raises post-battle MP restoration by x1.05 per Chef, up to a max of x1.5.
  214. - [10] Non-Combat Engineer: Decreases repair costs by x0.05 per Non-Combat Engineer, up to a max of x0.5.
  215. - [16] Doctor or Nurse: Raises post-battle FS restoration from the Medical Facility by x1.05 per Doctor or Nurse, up to a max of x1.5. Additionally, each Doctor or Nurse raises the maximum FS that can be restored per month by half your Force's FS multiplier (default multiplier is 12, so default raise is 6).
  216. - [20] R&D: Generate Research Points, or RP, equal to (0.05*number of R&D Staff, max of 1.5) * provided funding.
  217.  
  218.  
  219. * [5] Force Mascot - Be it large or small, fuzzy or metal, your Force has its very own mascot! +1 post-battle MP regained per week.
  220.  
  221.  
  222. * [150] Drone System - Gives your fortification all the necessary facilities to store and tend automatic robot drones. Does not include the cost of the drones.
  223.  
  224.  
  225. * [30] Panic Room - Can fit up to 5 people.
  226.  
  227.  
  228. * [20 per 50m] Escape Tunnels - Can't be bought higher than one level if base is mobile.
  229.  
  230.  
  231. * [20] Watchtowers - +1 to your Force's Awareness rolls, up to a max of 4. Reduces post-battle MP regained by 1 per each tower.
  232.  
  233.  
  234. * Sensor Improvement -
  235.  
  236. - [120] Light Heavy - +2 to Awareness rolls.
  237. - [160] Medium Heavy - +3 to Awareness rolls.
  238. - [220] Armored Heavy - +4 to Awareness rolls.
  239. - [270] Super Heavy - +5 to Awareness rolls.
  240. - [320] Mega Heavy - +6 to Awareness rolls.
  241.  
  242. Features:
  243. - [100] Advanced Sensor Package - EM sensors, magnetometer, vibration-sensitive motion detectors, Magnetic Anomaly Detector, energy source/lifeform/radiation detector, thermographic tech. Can record sensor input.
  244. - [50] Radio/Radar Analyzer - Can trace Communication and Spotting Radar signals to their source, if source is within sensor range. Awareness roll of 20+ to locate last point of origin if broadcast stops.
  245. - [5 per level] Resolution Intensifiers - Can magnify up to 2^[Level of Intensifiers]. Purchase separately for image/sound.
  246. - [40] Spotting Radar - 25 FS and IP for targeting purposes. Detect and target mecha within ten times sensor range. Attempting to detect/target object in 50%+ cover will fail w/o Gravity Lens.
  247. - [50] Target Analyzer - Get codename, size, weight, flightspeed, major systems list. Results may vary.
  248. - [20] Marine Suite - Unhindered detection while underwater. Sonar and magnetometers. Optical detection remains hampered.
  249. U- [50] Gravity Lens - Creates gravitic 'pipe' for sensors to look through. See around corners and in nooks. Can bend any number of times, usable up to max sensor range
  250. U- [150] Magnetic Resonance Lens - Look through solid objects; see in wireframe. Can be used to target a pilot directly at -6.
  251.  
  252.  
  253. * [50] Mek Bay Space - Increase the amount of Meks your Mek Bay can hold and service by 1.
  254.  
  255.  
  256. * Powerplant -
  257.  
  258. - [100] Backup Generator - Run base at minial power without main plant.
  259.  
  260.  
  261. * [250] Stealth - Paint and canopies similarly colored to the surrounding area. Reduces chances of detection. An Awareness roll of 25 is required for anyone to find your fortification using any sattelite or other image source.
  262.  
  263.  
  264. * Mobile Base -
  265.  
  266. - [750] Ground: Wheels or treads, your base is mobile. But not very fast.
  267. - [900] Water (Surface): A boat, or maybe more accurately an oil rig. Can still move using hydrojets, but that doesn't mean any Meks it has are capable of crossing water.
  268. - [1200] Water (Subsurface): A gigantic fucking submarine.
  269.  
  270.  
  271.  
  272. ----------
  273.  
  274.  
  275.  
  276. Faction Name:
  277. Base Name:
  278. Base Config:
  279.  
  280. Faction Goals:
  281.  
  282. Budget:
  283. 1500 BP
  284. 50 CP
  285.  
  286.  
  287. ---Base Stats---
  288.  
  289. DC: 10
  290. IP: 50/50
  291.  
  292. Personnel Capacity: 30/50
  293.  
  294. Medbay: Standard. (2d10 FS every week, up to a max of 48 in one month)
  295.  
  296. Mek Bay Capacity: 4/8
  297.  
  298. Sensors: Mediumweight. (Awareness roll of 1d10+8)
  299.  
  300. Armory and Boost Dice:
  301. 1/1 1d10
  302. 3/3 1d6
  303. 5/5 1d4
  304.  
  305. Powerplant: Standard.
  306.  
  307. Upgrades:
  308.  
  309. ___________________________________
  310.  
  311. Template:
  312.  
  313. ---Force Stats---
  314.  
  315. Number of People: 30
  316. Per-man FS Multiplier: x12
  317. FS: 360/360
  318. MP: 300/300
  319.  
  320. Special Units:
  321.  
  322. 1. Field Medics: 0
  323. 2. Commanders: 0
  324. 3. Morale Killers: 0
  325. 4. Heavy Weapons: 0
  326. 5. Entrenchers: 0
  327. 6. Demolitions Experts: 0
  328. 7. Combat Engineers: 0
  329. 8. Combat Staff: 0
  330.  
  331. Snipers: 0
  332. Hotshot Pilots: 0
  333.  
  334. Vehicles and Mektons:
  335. [8] Free Mekbay Spaces
  336.  
  337.  
  338. Upgrades:
  339.  
  340.  
  341. For every 15 CP that a vehicle has, add 1d10 to that Force's roll.
  342.  
  343. You can individually target a vehicle by, upon a successful roll but before damage is dealt, splitting the damage as you desire across any targets whom have their own individual FS. For example, in a battle against a Force with a standard infantry and 2 vehicles, if your Force scored 30 points of success over the opposing Force, you can divide that 30 points of damage as you see fit across the infantry and two Meks. Morale Point damage is unaffected.
  344.  
  345. When a vehicle loses all of its FS, it is destroyed, and the FS of all its occupants is reduced to 0.
  346.  
  347.  
  348.  
  349. Force Upgrades (note that "# of people" indicates the number of people in your force):
  350.  
  351.  
  352. * [5] Additional Manpower - +1 person in your Force.
  353.  
  354.  
  355. * [5*MM] Rigorious Calisthenics - Turns your Force's per-man FS multiplier from 12 to 13.
  356. * [10*MM] Extremely Rigorious Calisthenics [Requires Rigorious Calisthenics] - Turns your Force's per-man FS multiplier from 13 to 14.
  357. * [15*MM] Incredibly Rigorious Calisthenics [Requires Extremely Rigorious Calisthenics] - Turns your Force's per-man FS multiplier from 14 to 15.
  358. * [20*MM] Utterly Preposterous Calisthenics [Requires Incredibly Rigorious Calisthenics] - Turns your Force's per-man FS multiplier from 15 to 16.
  359.  
  360.  
  361. * [2*MM] FIGHTING SPIRIT! - Increases your Force's MP by 25.
  362.  
  363.  
  364. * [12*MM] Believe in the you...! - Reduces incoming MP damage by (0.2*[# of people]).
  365.  
  366.  
  367. * [2*MM] Orderly - Reduces the difficulty of any Leadership rolls by 1.
  368.  
  369.  
  370. * [7*MM] Superlight Armor - Reduces incoming damage by (0.1*[# of people]).
  371. * [14*MM] Light Armor - Reduces incoming damage by (0.2*[# of people]).
  372. * [18*MM] Medium Armor - Reduces incoming damage by (0.3*[# of people]).
  373. * [25*MM] Heavy Armor - Reduces incoming damage by (0.4*[# of people]).
  374. * [36*MM] Mega Heavy Armor - Reduces incoming damage by (0.5*[# of people]).
  375.  
  376.  
  377. * [7*MM] Target Practice - Improves your Force's roll by (0.1*[# of people]).
  378. * [14*MM] Plenty of Target Practice - Improves your Force's roll by (0.2*[# of people]).
  379. * [18*MM] Maybe too Much Target Practice - Improves your Force's roll by (0.3*[# of people]).
  380. * [25*MM] Entirely too Much Target Practice - Improves your Force's roll by (0.4*[# of people]).
  381. * [36*MM] Jesus Christ All this Target Practice - Improves your Force's roll by (0.5*[# of people]).
  382.  
  383.  
  384. * [7*MM] Guns - Upon a successful roll by your Force, improves the damage dealt by x1.1, rounded up.
  385. * [14*MM] Big Guns - Upon a successful roll by your Force, improves the damage dealt by x1.2, rounded up.
  386. * [18*MM] Bigger Guns - Upon a successful roll by your Force, improves the damage dealt by x1.3, rounded up.
  387. * [25*MM] Really Big Guns - Upon a successful roll by your Force, improves the damage dealt by x1.4, rounded up.
  388. * [36*MM] Big Fucking Guns - Upon a successful roll by your Force, improves the damage dealt by x1.5, rounded up.
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