Article 12154 of alt.toys.transformers: Path: sundog.tiac.net!news.sprintlink.net!cs.utexas.edu!math.ohio-state.edu!magnus.acs.ohio-state.edu!dvandom From: dvandom@magnus.acs.ohio-state.edu (Dave Van Domelen) Newsgroups: alt.toys.transformers Subject: RoboMACs: New Rules for smaller Robos Date: 10 Mar 1995 21:00:27 GMT Organization: Coherent Comics UnIncorporated Lines: 54 Message-ID: <3jqelb$783@charm.magnus.acs.ohio-state.edu> NNTP-Posting-Host: bottom.magnus.acs.ohio-state.edu 1.4.6 Optional: Size Rules As structured, the game assumes two basic sizes: Human and Robo. However, some campaigns may wish to use Robos or Powersuits that are somewhere between those sizes, and have the mechanics reflect this. These optional rules will allow you to do this, but they are not use in the sample campaign in the Sourcebook half of the book. The RoboMACs 2163 gameworld takes the more fantastic viewpoint that all Robos are on about the same scale, even if they vary wildly in size. This section will deal with MiniRobos and MicroRobos, the two common scales between building-size standard Robos and human size. The rules can be easily extrapolated upwards to deal with Robos much larger than normal, although new wound levels will have to be invented for such huge Robos. Both MiniRobos and MicroRobos are dealt with by shifting damage levels to the "left" with respect to the wound chart given in Section 1.4.1. Both the wounds possessed by the Robo and the damage done are shifted to the left, making the Robo more fragile and weaker. Normally, MiniRobos and MicroRobos remain immune to Flesh wounds and take only cosmetic damage from Bone wounds, so only count the number of wounds in the Metal category and above. Overflow damage (see section 1.4.2) is treated as normal, but overflow to Wrecked obviously happens much sooner. A MiniRobo is about half as large as a normal Robo, anywhere from 5 meters (17 feet) to 8 meters (27 feet) in size as a rule, although they can also reflect full-sized Robos that are older models, and therefore weaker and more fragile. They suffer one shift to the left in wounds and damage, so an attack by a MiniRobo that would ordinarily do a Metal wound instead inflicts only a Bone wound. MicroRobos are anywhere from 2 meters (6 feet) to 5 meters tall in general, although they could be smaller if the technology is very advanced. Piloted MicroRobos are generally called Powersuits, Battlesuits or Hardsuits, since the limbs of the pilot often extend into the limbs of the Robo. MicroRobos take two columns to the left and have only Metal and Structure wounds in general (unless they're some odd organic system which can be damaged as easily as flesh and bone). Neither MiniRobos nor MicroRobos are particularly harder to hit in combat than normal sized Robos, but they do benefit strongly from being fast. If using the optional Defensive Modifier rules (section 2.2.2) they can read the "Armored and Fast" line as "Fast" in place of the regular "Fast" line, making them harder to hit...but only if they have Trait Fast. Some genres have very small Robos dishing out ludicrous amounts of firepower, and these rules simulate that by giving an extra bonus for taking Trait Weapons. Trait Weapons gives MiniRobos and MicroRobos one less shift to the left on damage done, restoring MiniRobos to full power and giving MicroRobos the punch of a Mini. Weapons +1 or higher removes all penalty to damage done by these smaller Robos. Thus, you could see a man-sized Robo lugging around a portable nuclear missile launcher or the like. Very dangerous, but very easy to kill off. To simulate small Robos that are very tough, simply assign them a larger size class and define them as small...if it's supposed to have full-size Robo wounds and damage but is only 2 meters tall, it's not really a MicroRobo. Finally, in Section 3.2.1 where NPC attack charts are given, choose a MiniRobo or MicroRobo's line based on its firepower, and simply give it less wounds than are typical of that class. MicroRobos can also use the Warmonger line in Section 3.2.2.