I haven't really used these forums much, but I've been pretty active on Discord. A few weeks ago I mentioned on there that I had a conversion for WarFleets (then Orion's Gate) that I had been working on to use the rules system as a substitute for a Battletech/Mecha combat game. After finally gathering all my notes I've made on it together I took a few moments and wrote up what I had. And here it is: WarMechs!
It's a pretty straightforward conversion with a few extra rules to better simulate how a game of Battletech works, though without a lot of the things that you'd expect with that game because some compromise has to be made to fit it under the "One Page" format. A number of gear and options one might expect from Battletech are omitted thanks to this but in testing it still makes for an extremely fun game.
While it's built for using Mechs, the same system can be used for vehicles like it is in that game as tanks, missile carriers and the like are all divided in to size classes the same way. So while it says "WarMech" it could easily be a sci-fi tank game. There's a whole lot more I would like to add and maybe I'll follow up with an "Advanced WarMech" post at some point if there was enough interest.
Is there a reason why the Structure/Component points are different in the Damage section on page one vs the Squad Creation section on page two? Just wondering if I am missing something.
Woops, that's a typo from the initial write-up! Sorry about that, jrxl!
The numbers on Page 1 are correct. I'll update the document and the first post ASAP.
I floated back and forth on how long a Mech could survive for vs. how useful they should be as far as components were concerned. My favorite light Mechs in Battletech would usually have one cool weapon and some trick tech like a Beagle Probe or Guardian ECM, or a targeting laser. I like my mechs to have a bit more staying power in same size class fights, so I erred on the side of the higher Structure/Component load outs in the end.
That said: if you wanted a faster game (and I might mention this in the advanced variants when I get around to adding them), you could definitely go with the numbers on page 2 instead. Just keep in mind that your lighter Mechs will likely be one hit wonders.
The main post has been updated with a roster sheet to help track your WARMECH squads.
I've tried to place stats in areas where they made the most sense. The Damage track has been added to help players remember when a Component would be destroyed: hence every other box has been darkened slightly with a "C" added.
A question came up about how you're supposed to randomize a destroyed Component. While it's left up to the players, I normally number the Components and just roll a die. If there's only 2 Components I shoot for Even/Odd on a d6; 3 components would be a D3; etc. If a Component that has already been destroyed would be rolled, players should just re-roll.
When do you get rid of heat? I would assume that you can somehow, but the rules sound like it stacks up over the entire game.
Can an overheated mech still evade, or is it fully shut down until next activation?
Assuming a mech moves within .5 inch of target, can that mech fire ranged weapons and do a melee attack against that target? Or is it either/or?
Great questions and you've made me reconsider the change I made to Heat from my initial notes I'd been testing with. Originally Heat was checked during a Clean Up Phase at the end of the round but I moved it to end of activation to speed things up. Now that I'm thinking about it more and writing up the Advanced Rules, it makes more sense to bring it back to a Clean Up Phase. I'll be making the change in the next revision later tonight.
So to your questions: A WarMech would disperse all accumulated Heat at the end of the round after making their Heat check vs. Cool. We're assuming a Mech, unless something drastically fails, can deal with the Heat it's generated through it's heat sinks and coolant system.
Failure results in a Shutdown, which represents the failsafe kicking in. The WarMech loses its next activation as it bleeds off Heat making it a sitting duck. It's Evasion would remain the same ( as it's a factor of size among other things), but another WarMech would gain +3 Accuracy when targeting it.
A WarMech that closes to Melee range can absolutely still Fire at the Target as it moves in. Sorry that it wasn't clear. I would also apply a penalty to the Melee attack for every weapon fired after the first as the rocking of the Mech would absolutely throw off the pilot. Apply a-1 penalty to Melee Accuracy for every ranged weapon fired after the first.
So.... I heard you like games with robots, so I made you some more rules for robots! Attached to this post and the first post are the Advanced Rules for WarMechs!
WarMechs - Advanced Rules include the following: PLAY AREA & MINIATURES: Suggestions for playing on a larger area, and using figures larger than "standard". Want to blow things away with Gundam models? Go for it! ACTIVATION: An alternate rule for turn order VEHICLES & INFANTRY: Expand WarMechs to include tanks, airplanes, and squads of infantry. BATTLEFIELDS AND TERRAIN: Want to fight on a different planet? Now you can! Also includes rules for more terrain types. FIRE ARCS & AMMUNITION: Add an extra layer of complexity by assigning weapons to fire arcs, and tracking ammo for weapon components. MORE MELEE: Bust up your foes with new close combat attacks. COMPONENTS: New components to make your WarMechs and Vehicles even deadlier including Heat-Seeking Missiles, Emergency Heat Vents, and.... the CONVERSION COG.
CONVERSION COG: Being a WarMech not enough for you? Finally want to be more than meets the eye? Equip a Conversion Cog and your WarMech gains a Vehicle mode!
There's more to come! I'll be expanding WarMechs with additional "rules modules" that will add a bit more detail and options to specific parts of the game. First up will be the Warzones of the Future module which will add more scenarios and battlefield environments, followed by Warriors of the Galaxy which adds rules for pilots and combat specific squads.
spencer I was going to stop at the Warzones of the Future add-on as I really wanted to put some more detail in to mission and scenarios, but then I had a great idea for how to handle Pilots and Squads that would link with that. Then about halfway through THAT I suddenly got a really, really fun idea for more anime inspired hero and villain characters that I think might be able to link to both of those. I think the Mecha/Gundam fans kicking around here might like it if I can get the idea to work. Still needs more testing though!
Having just gotten into collecting Gundam myself, I'd love to see more stuff for them. I'm actually hoping to try a game sometime soon (just a one-on-one, to get a handle of the rules); I'll report back with how it goes!