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Published: 2018-11-16 22:39:32 +0000 UTC; Views: 454; Favourites: 6; Downloads: 0
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Description
First Roll: RoleRole dictates what type of loadout your mech has (for example if you rolled five your mech could have a cannon and a knuckle duster)
1-2: Close Quarters - excellent melee/lots of weapons but only a light/few ranged weapons (Get me closer, I want to hit them with my sword!)
3-4: General Purpose - good melee weapons and good ranged weapons (jack of all trades, master of none and often a poor mass produced grunt)
5-6: Long Range - excellent/lots of ranged weapons but only a light/few melee weapons (Sniper, artillery, and any other type of mech which has lots of dakka)
Second roll: weight
Weight dictates how heavy your mech is and therefore how much armour it will have and how fast it will be.
1-2: Heavy -Lots of armour, not a lot of speed (Dodging? What’s that?)
3-4: Medium - balanced speed and armour (If you rolled this along with general purpose then you can truly say that your mech exception purely because it’s unexceptional)
5-6: light - (Yes, your mech probably going to lose an arm if your so much as take a glancing hit BUT they aren’t going to hit you) lots of speed, not a lot of armour
Third roll: Ranged weapon types
Ranged weapon type basically dicates what type of projectiles your mech’s ranged weapon uses
1-2 Ballistics: Your mech uses ballistic weaponry, examples: cannons and MGs (Back in my day, we didn’t have any fancy lazors, though we still had giant robots)
3-4 explosives: Your mech uses explosive weaponry, examples: rockets and missiles (Giant bazookas are there for when you you need some literal bang for your buck)
5-6 Energy weapons: Your mech uses energy based weapons , examples: Laser rifles and plasma cannons (what part of ‘hyper mega beam launcher’ don’t you understand?)
Fourth roll: Melee weapon type
Melee weapons type dictates what type of melee weapon your mech will use
1-2: Solid - your mech uses solid weapons, examples: clubs and swords (now a normal sword doesn’t seem that threatening to a giant robot... until you scale it up a bit)
3-4: Heat/sonic - your mech uses heat/sonic weapons, examples: high-frequency blades and heat axes (for the fellow gundam nerds out there, yes I know they are called heat hawks)
5-6: Energy - your mech uses energy weapons, examples: beam sabres and laser blades (look just stick laser or beam in the name, it’s completely fine)
Fifth roll: Special features
Special features are additional equipment/features/characteristics your mech has, note that you can choose to roll this table twice if you want to be particularly adventurous
1: massive size - your mech is significantly larger than most mechs (to fight monsters, we made massive robots)
2: removable armour - your mech has removable extra armour (... I can’t think of anything funny to say here)
3: drone weapons - your mech has drone like weapons which can be remote controlled from it (bits, fangs, psyco drones, I’ll always call these suckers funnels)
4: transformation - your mech can change transform (why have a mech and a jet fighter when you can have both in a single package!)
5: stealth system - your mech has a stealth system (what’s scarier than a giant robot, a giant robot you can’t see)
6: Overdrive mode -your mech has an experimental system which can temporarily increase its performance (with a press of a button, this thing can go three times as fast)