Tuesday, May 3, 2011

MECHs in the OGRE Universe!

You know, I was thinking about it and I thought that if armored vehicles can target other vehicles autonomously within 1500m (in the case of a disabled vehicle in an overrun), why not machines that can navigate terrain.
I know you know where this is leading...
In the OGRE/GEV universe you don't hear about them at all except from an article here or there about either giant ones or specific drone type vehicles.
I want to put a man in a 20 to 100 ton MECH and have it a viable part of the battlegroup. A whole army of MECHs would be impracticle, but they could fill portions of the map otherwise very difficult to access with tracked, power suited or wheeled units. Now heavy wheeled units ... that is another discussion.
Proposed Units for use in on the Battlefield:
MECH TYPES (so far):
Explained: [attack attack / range], Defense, Movement, Size, Victory Points (divide b7 6 to find armor point value)

With any counter, you need a key:

Terrain Rules for Mechs:
x2 DEF
        No movement restrictions
        At size 3 or less it costs that Mech 2 movement ponts to enter forest, nevertheless once IN forest it receives x2 defense and no movement restrictions. It may also use it's second movement phase as long as it is in the forest.
x2 DEF
No movement restrictions
       No matter the size, a Mech cannot get stuck in swampy area (they are built to traverse difficult terrain).
       A swamp is, on average 2-3 levels (12 to 18 feet) deep therefore any Mech size 3 or less cannot fire out of swamp but still keeps the defense bonus and has no chance of getting stuck.
River (water one hex from shore)
x1.5 (rounded up) DEF
Water (2 hexes out) If size 4+ or more can fire.
x2 DEF if submerged. This happens when the level of then water exceeds the Mech's size.
         X1.5 DEF (rounded up) if the Mech's size exceeds the water depth. This is because half of the Mech is technically underwater and thus greatly resistant to enemy fire.
       2 MOV to enter a (Mech’s size) levels of water (either up or down) but after no movement restrictions after that on same level of water depth. If the ‘step down’ underwater exceeds the Mech’s size in levels the difference of the Mech’s size and the water levels attempting to step down onto is taken down. On the CRT the Mech’s size is vs the size difference of the depth and the Mech’s size.
Example: A size 4 Mech tried to step down 9 levels at once (quit an underwater cliff!). The difference is 3 levels that the Mech is not able to traverse. Therefore on a CRT (9-4=5) a 5:4 or 1:1 roll is made on the CRT. The Mech’s owner better not roll a 5 or 6 on this roll or the Mech a permanent inhabitant underwater. A disabled Mech underwater may recover next turn just as any other unit. 
          A submerged Mech may fire artillery (range 5+) or a missiles out of the water at half attack (rounded up) just as OGREs and Infantry with heavy weapons can. 
Rubble Hexes
x1.5 (rounded up) DEF
-2 MOV
DIS and may not fire for one turn on a 1 (The Mech managed to trip and fall over)
If size 5+ no chance of being diabled but still -2 MOV and no DEF bonus
Rubble Hex-side
May cross but costs 1/2 movment rounded up and no second phase of movement.
Phase 1 movement is halved then phase two movement is halved.
Stream Hex-side
No movement impedement or defense bonus. The Mech steps over this feature as if it was a chalk line on a football field.
Urban Hexes
x3 DEF
        For every 3 sizes a Mech is it loses one half of a defense multiplier. Bigger Mechs cannot maneuver nor hide as effective as it's smaller brethren.
        No movement restriction for Mechs less than 3 size but -2 MOV to any Mech greater than 4 size.
        -1 RNG for any Mech firing out of a town hex and if this reduces the effective range of that Mech in town to zero, then the Mech may not fire out of that town hex.
        Mech are really good at holding urban areas as well as defending them but attacking untis approaching the urban area is it's weak point.
No road bonus.
May attack road and break the road with mellee attack (below) in exchange for it's turn.
May not use bridges. Must cross water under the bridge or on either side.
Hot Craters
A Mech may not cross over a Hot Crater (a radioactive one) unless that Mech is being remotely controlled.
As you can see MECHs use their terrain to their advantage as they are delicate machines relative to their capabilities.
Cold Craters (non-radioactive ones)
              +1 DEF to a Mech from enemies firing at it inside the crater if the Mech is less than 5 sizes (as the crater is typically . Any Mech more than 5 size receives no defensive bonus from being in a cold crater. Craters of this size are typically 60 feet deep.
All MECHs have some Jump Jet capability. A MECH may add one movement at a sacrifice of not being able to attack that turn.

Any Mech may sacrifice it's first and second phase in exchange to attempting a jump/stomp maneuver. 
This is similar to a ram - but from above using the Mech's weight as a weapon. 
In attempting the jump/stomp is may only target one unit or a single 1/1 squad of infantry per turn with this maneuver.  
The jump stomp maneuver: 
First the Mech initiates it by moving half it's first phase (rounded up) in order to try to land on a stationary, tracked, hover, OGRE or wheeled unit 2 sizes less than it is. There is no spillover fire from a jump/stomp attack. Basically the other enemy units watch in amazement as a giant Mech falls from the sky and lands on a tank or on a poor power suited infantryman.
If any of the listed units are 2 more more sizes more than the attempting Mech, the jump/stomp may NOT be used on that defending unit. 
The Mech's size + Mech's 1st movement phase vs defender's defense + defender's first movement phase determines equals the odds ont he CRT chart.
If the jump/stomp attack was successful the unit jump/stomped in is destroyed and always leaves a hulk behind. In that this is technically an overrun, Mechs fire first or jump/stomp first and not both. The Mech is locked in overrun combat from then of if the attack was unsuccessful. 
Mechs do not do well when the defender fires after their unsuccessful overrun or jump/stomp attack...

Mellee Attack Rules:
» Each MECH has a size. This trait is used as an attack for determining mellee against any other unit.
» Combat odds on the CRT = MECH's size + MOV vs Unit's DEF + 1st MOV phase.
» Breaking a road or rail line is a simple size vs Road or Line DEF CRT roll in mellee combat and takes one turn for the MECH.
» Some MECHs have a Line of Sight weaponry (L.O.S.). These weapons may not have forest, Rubble Hexsides, urban hexes or craters in the way for a successful attack. When attacking a unit in the same hex roll 2d6 and on a 2 there is another unit (defender's choice) in the way of the intended target!
» Some MECHs have the choice to attack or move. This means that they s cannot move then attack normally they must do either.
» Some MECHs have secondary, tertiary or even quaternary weaponry. These are shown as 2x2/2. This means there are two strength weapons twice with a range each of two hexes.This 2x2/2 weapon may not be targeted seperately from the MECH itself by an attacker.
Example: A Howitzer Mech may attack twice at 1 attack at 2 range and once at 4 attack at 6 range. A powerful MECH indeed (18 vp to buy).
» MECHs may not combine fire from their double, tertiary or quaternary weapon systems. They must make separate CRT rolls with each of their multiple weapon systems. This does not prohibit them from combining fire with each weapon system with other MECHs and other units however. Usually Mechs hunt in packs and use strategies include combining fire from their multiple weapon systems to eliminate a particularly difficult target. This is because their weapon systems are on separate portions of the Mech's body and often do not bear on the target fast enough to be effective all fire together in unison.
» Some Mechs have an attack value listed in grey. If not otherwise states assume that any attack factor in grey is reserved strictly for attacking infantry and units with zero defense.
This is apparent in the Scout Mech that has a 20mm anti-personnel cannon can that reach out and pick off infantry and lightly armored vehicles from over over 3km away!

Building a MECH:
You may use the COBB formula but there are conditions:
-A Mech may have no more than 1 DEF at 6vp or less.
-A Mech may have no more than 2 DEF at 7vp to 12vp.
-A Mech may have no more than 3 DEF at 13vp to18vp.
-A Mech may have no more than 4 DEF at 17vp to 24vp.
In other words, for every 6vp you may have only 1 DEF.
Mechs larger than 15 size are not possible at this current technology level. Extremely few experimental models ever constructed never saw combat and were at or under at 12 size (classified information is hard to come by...).

Any weapon with an attack strength of 4+ (cumulative) has a chassis with size 5+.
Any Mech chassis with more than two types of weapon systems will be of 3+ size.
Any Mech chassis with more than three types of weapon systems will be of 5+ size.
Any Mech chassis with four types of weapon systems will be of 8+ size and rather expensive!
Mechs which decide to install missiles may only have attack strengths equal to it's size divided by 2 (rounded down). There really is not that much room for extra ammunition in the frame of a walker to hold that much ammunition for such a weapon that shoots large projectiles.
For every 2 sizes of a Mech it may install a 1/3 one-use missile at the cost one extra vp as well as other weapons (if there are any vp left).
For every 3 sizes of a Mech it may install a 3/4 one-use missile at the cost of 3 extra vp as well as other weapons (if there are any vp left).
For every 5 sizes of a Mech it may install one 6/5 one-use missile but at the cost of 6 extra vp as well as other weapons (if there are any vp left).
Any larger one-shot missiles are not possible to fit on a walker chassis (though experimental ones do exist in testing that can handle a single or double cruise missile - though it's thin skinned, does not walk too fast and never seen in combat because missile crawlers always outperform these limited capable walkers).

-A Mech may have an attack of zero and have a range of 4 plus 1 range per 6vp of value for spotting purposes. This is used fry single unarmored militia and civilians or more commonly to spot for other units, giving them +50% range. When your force possesses weakly armored Mechs, having spotters in the mix keeps these thinly skinned walkers far from the viscous guns of your adversary and are almost always a part of any walker battalion.
-Mechs with a range of 5 or more are considered artillery and only have 1 DEF despite their speed. Artillery pieces are not as fragile as lasers but they are still vulnerable to enemy fire due to armor sacrificed for ammunition storage and armor sacrificed in exchange for fire control electronics. Again you can fit only so much into a walking chassis. If the munitions they are firing are one shot missiles this rule is not applicable.
-(This rule is in debate):
A Mech may have special Jump Jets installed that allow them to jump longer and higher than other Mechs. Jump Jets that add 3/3 jump capability to a Mech that is 6vp in value and 4/4 if Mech is 12vp+ in value. A Mech may not move more than 4/4 unless it transforms into an aircraft type unit and that costs a lot to do, limited their attack capability and defense as well. The unit may attack at only 1/2 ATT (rounded down) when jump jetting and can land on another unit essentially initiating an overrun attack. The Mech's size + Mech's 1st movement phase vs defender's defense + defender's first movement phase. The landing Mech attacks first (in that it gained surprise from falling from the sky!) and a hulk destroyed using this method successfully in the  jump/stomp attack will always results in a hulk.
-Lasers don't cost any more but have weaknesses (MOV or ATT and L.O.S. as well as the Mech must have 1 DEF in that Lasers are delicate).
A Mech smaller than size 4 have an attack value of less than 4. The recoil from cannon weapons are too much for the light frame as well any missiles would have to be one shot to really have any effectiveness.

Give me some feedback - I kinda winging it here.
I am in the process of reading over the document circulated by Mr. Henry Cobb Here to perfect my MECH rules. Henry Cobb has done sooooo much for this game and has made it much more enjoyable for me.

- Toltrin