Miridon Hunters RPG
 
 

Chapter 9: Mech Rules


Mech Piloting:


[Mechs] are small humanoid one-man machines exclusively piloted by characters with at least 1 [Rank] in [Mech Training]. A [Mech] can only be used by someone with [Mech Training].

A character with [Mech Training] can use any [Mech] that meets the following requirements:

The [Mech] has a maximum number of 3 [Mech Parts] plus 1 additional [Mech Part] for every 3 [Ranks] in [Mech Training].

The [Mech] has a [Mech Body] as one of its [Mech Parts].

Every [Mech Part] on the [Mech] has a maximum number of [Mech Points] spent less than or equal to 25*[Rank] of [Mech Training].

A character with at least 1 [Rank] in [Mech Training] can spend 24 hours working on the [Mech] to alter the [Mech] for their use. This can include detaching [Mech Parts], attaching new [Mech Parts], and allocating [Mech Points] to up to 25*[Rank] of [Mech Training] for each [Mech Part].

If a character has [Tech Training] higher than their [Mech Training], then they can use this skill in place of [Mech Training] to build a [Mech], even if they have no [Ranks] in [Mech Training] or the [Mech Points] of a part are higher than they can use.

In order to add a new [Mech Part], the [Mech Part] must be readily available to attach. A character cannot add [Mech Parts] that they don't already possess.

Mech Battle Rules:


[Mechs] operate under their own battle rules.

[Mechs] always go last in the [Turn Order].

If two or more characters are piloting [Mechs], then they should roll 3d6 against each other to determine who goes first at the start of battle, with the higher roll going first. All ties are re-rolled until there is a clear [Turn Order].

At the beginning of the battle, a piloted [Mech] starts with their [Speed Points] restored and their [Health Points] restored.

Each [Mech Part] has its own [Maximum Speed Points]. Each [Mech Part] has its [Current Speed Points] restored to the character's [Maximum Speed Points].

Each [Mech Part] has its own [Speed Point Regen]. The [Mech Part] will recover an amount of [Current Speed Points] equal to their [Speed Point Regen].

The [Mech Body] has a [Maximum Health Points] that determines the [Maximum Health Points] for the entire [Mech].

The [Mech Body] has a [Health Points Regen]. The [Mech Body] will recover an amount of [Current Health Points] equal to their [Health Points Regen].

The [Mech Body] has a [Physical Damage Reduction], [Physical Damage Reduction Regen], [Spell Damage Reduction], and [Auto Dodge Boost] that determines the [Physical Damage Reduction], [Physical Damage Reduction Regen], [Spell Damage Reduction], and [Auto Dodge Boost] for the entire [Mech].



The [Physical Damage Reduction] of a [Mech] will work just like the [Physical Damage Reduction] of a character.

If a [Physical Damage Reduction]of the [Mech] is reduced, such as by the [Physical Damage Reduction Damage] of the [Drill] weapon, then the [Physical Damage Reduction] will regenerate by [Physical Damage Reduction Regen] on the [Turn] of the [Mech] in the [Action Block].

The [Spell Damage Reduction] of a [Mech] will work just like the [Spell Damage Reduction] of a character.

The [Auto Deflection] of a [Mech] automatically reduces the [To Hit Bonus] of all incoming attacks targeting the character. This does not require any action performed by the [Mech].



For each [Action Block], the [Mech] will act on their [Turn] in the [Turn Order]. Each [Mech Part] can only perform 1 action each [Action Block] chosen by the pilot of the [Mech]. Each action uses a set amount of [Speed Points]. If the user does not have enough [Speed Points] remaining, then the user cannot perform the action. These actions can be performed in any order during this [Turn]. The pilot can also choose

The character can choose to perform one [Offensive Action], one [Movement Action], and one [Verbal Action] when it is their [Turn] in the [Turn Order]. The character can also choose to not perform any of these actions.



Many actions that can be performed by a [Mech Part] have an equivalent action that can be performed by a character. The rules for the [Mech Part] performing the action are similar to if the character performed the action, with differences noted.



If a [Mech] has its [Current Health Points] is reduced to 0 or less, the [Mech] becomes [Disabled].

When a [Mech] becomes [Disabled], any spell that a [Mech Part] is currently casting is cancelled.

When a [Mech] becomes [Disabled], every [Mech Part] has its [Speed Points] drop to 0. This [Speed Points] of the [Mech Part] do not regenerate while the [Mech] is [Disabled].

When a [Mech] becomes [Disabled], its [Physical Damage Reduction] is reduced to 0. This [Physical Damage Reduction] does not regenerate while the [Mech] is [Disabled].

The only actions that any [Mech Part] can only perform when the [Mech] is [Disabled] are the [Enter Mech] and [Exit Mech] actions of the [Mech Body].

A [Mech] will still recover an amount of [Current Health Points] equal to their [Health Points Regen] when it is [Disabled].

If [Mech] takes any additional [Damage Dealt] while [Disabled], then the [Damage Dealt] is applied to both the [Mech] and the character piloting the [Mech]. This attack bypasses [Physical Damage Reduction] and [Spell Damage Reduction].

A [Mech] will still recover an amount of [Current Health Points] equal to their [Health Points Regen] when it is [Disabled].

If a [Mech] has their [Current Health Points] fully recover to their [Maximum Health Points], then the [Mech] will no longer be be [Disabled]. The [Mech] will still have their [Physical Damage Reduction] be 0 and the [Speed Points] of each [Mech Part] as 0.

The [Physical Damage Reduction] and [Speed Points] of a [Mech] will start regenerating again when the [Mech] is not longer [Disabled].



If a [Mech] does not have any pilot, then it will still regenerate [Current Health Points]. As long as the [Mech] isn't [Disabled], it will also regenerate [Physical Damage Reduction]. It will not regenerate [Speed Points] without a pilot.



If a character leaves a [Mech] with [Exit Mech], then the character will have their [Current Strength Points] and [Current Speed Points] start at 0. The character cannot perform any other actions in the same [Action Block] that they leave the [Mech]. The [Turn Order] of the character will be set as the last [Turn] in the [Action Block]. Any [Enter Mech] or [Exit Mech] performed after this will take the place of the the last [Turn] in the [Turn Order].



If a character enters a [Mech] with [Enter Mech], then every [Mech Part] of the [Mech] will have its [Current Speed Points] start at 0. The character and the [Mech] cannot perform any other actions in the same [Action Block] that the character enters the [Mech]. The [Turn Order] of the [Mech] will be set as the last [Turn] in the [Action Block]. Any [Enter Mech] or [Exit Mech] performed after this will take the place of the the last [Turn] in the [Turn Order].