EZD6 goes Mecha

homebrew

#1

After rabble rousing and playing a bit of EZD6 I’m even more in love with this ruleset. As I recently also bought “The Mecha Hack” I was instantly in love with the idea to run a Mecha vs Kaiju game with EZD6 mechanics as I think the Karma mechanic is perfectly suited for Mecha combat. So below you can find my adaption of the great Mecha Hack to EZD6 :slight_smile:

Goal

Merge the great work done in “The Mecha Hack” with the awesome EZD6 mechanics for a fun fast mecha mayhem!

Basic Mechanic

Same as in book, roll 1D6 for a basic test, +1D6 for boon etc. Karma points are called reactor points for flavor. You can overclock once to trade one strike for +3 reactor dice (maybe this should be a mecha class specific trait). The game is meant to be played in turn order throughout the game. Each turn consists of two actions. An action is either a move, attack, a usage of a pilot action, using a reactor module or a consumable.

Character Generation

Choose a pilot that fits your idea of a character concept and then choose a chassis.

Pilot Traits

Each pilot comes with specific boons as well as a unique action he can take as part of his turn.

  • Commander:

    • start with +2 reactor points
    • boon on anything presence/character strength related
    • Command: Ask one ally to do a short action in your turn (just shoot or move or cast)
  • Engineer:

    • One additional reactor module
    • quick fix: heal one strike on a near ally
  • Maverick:

    • make all saves with a boon,
    • boon on melee or ranged attack (choose one)
    • Charge in shooting: Shoot while running with bane
  • Quipster:

    • Gut Instinct / danger sense (boon on noticing stuff)
    • Inspiring Speech: Give an ally a boon in one category in the next turn
    • Teamplayer: Allys may use reactor dice to manipulate RR rolls

Mecha Chassis

  • Brawler: The brawler is a fast moving, chassis with a combat focused loadout. It carries a shield and power weapon as well as medium ranged weapon

    • Armor save: 5+ (4+ with shield, where it makes sense) Miracolous save: 5+
    • Built for combat: On a charge it will attack with two d6
    • 2 Module slots
  • Scout: Light, fast, stealthy equipped with ranged and melee weapon

    • Armor save: 6+/ Miracolus save 6+ roll with boon (stacks with maverick)
    • Ambush: Surprise attack roll 2d6, inflict 2 strikes
    • Stealth mode: Use an action and make a stealth check against room resistance to become hidden with 2d6, rerolling 1s (like EZD6 scrolls)
    • 1 Module slot
  • Striker: Striker, your jack of all trades combat/support mecha. Equipped with ranged and melee weapons

    • Armor save: 5+ Miracolous save: 5+
    • 3 Module slots
    • Power Bank: Share own reactor points with close allys
    • Heavy lifter: Boon on all strength related tasks
  • Titan: Big,slow, hard hitting, no melee weapons

    • Armor save: 4+ Miracolous save: 5+
    • 3 Module slots
    • Big Boy: Bane on all mobility / stealth related checks
    • BFG: Ranged attacks crit on a 5+, attack with 2d6
    • Siege Mode: you can enter siege mode as an action, attack twice but not allowed to move until you exit siege mode. Bane on Miracolous saves, all enemies have a boon targeting you. Armor save goes up to 3+

Reactor Modules

Reactor modules are mechanically working similar as Magick in EZD6. You can choose a power level. Each 1 will give you a heat point. This can’t be modified by Karma/reactor points. If you amass 3 heat you’re overheated. You get a bane on all actions until you take a turn to recover or take a strike to override the heat management. After recovery your heat points are gone.
Reactor modules needs to be activated either against room resistance or against enemy resistance. Similar as Magick

  • Chest Beam: On a successful test, 1 enemy takes a hit and is pushed back far. If it hit’s an obstacle it will take a strike.
  • Grappler: Contested power test with enemy, if successful enemy is pulled in close and takes one strike. Can also be used as a grappling hook if cast against room resistance.
  • Quake Generator: Close objects/enemies are pushed to near. If against a wall take one strike
  • Lock on: All allys have a boon on attacking the targeted mecha/enemy
  • Particle Barrier: Generate a physical barrier that can’t be penetrated within close of you. Big enough for 2 Mechas to take cover
  • Exothermic Shielding: The next time you take melee damage the enemy mecha takes one strike
  • Booster: do a doulbe move far on success
  • Jump Pack: Make a far jump on success

Consumables:

Take one action to use

  • Booster: regain 3 reactor points
  • Sensor Jammer: Instantly become hidden until your next round
  • Repair Kit: Regain one strike for yourself or a friendly mecha in close distance
  • Scouting drone: Lasts one minute is hard to hit but automatically destroyed on a strike. You may preceive through the drone same as through your Mecha.
  • HE Ammo: When equipped you crit on a 5+ for ranged attacks until the next failed attack

#2

Have you converted any the enemies from the The Mecha Hack Mission Manual?


#3

So, I took what was listed above, reformatted it, and “cleaned” some of it up. Hopefully this makes sense and is helpful. I’m open to criticisms and corrections or ideas though.

Basic Mechanic

  • Same basic rules as EZD6 Core.
  • Using the Abilities and Boosts from The Mecha Hack.

Differences and Changes

  • DIFFERENCES/CHANGES:
    • Karma Points are called Reactor Points.
    • Spell Burn is called Overclock which trades 1 Strike and gives +3 Reactor Dice.
    • Magic is called Reactor Dice.
    • “Always-on initiative”.
    • Boosts given to an Attribute in The Mecha Hack is changed to be a BOON for EZD6.
  • Things a character can do during a turn in combat:
    • Action with no Move.
    • Move, then Action.
    • Move, then Move (Dashing).

Reactor Rolls

  • When The Mecha Hack refers to “roll you Reactor Die”, use the Magic rules.
    • If targeting an enemy or the environment, roll their Resistance Dice.
    • Choose a Power Level (1-3)
    • Roll 1-3d6.
    • Rolling a 1 is an automatic failure.
      • Spend a Reactor Point.
    • Rolling at or above the Target Number is a success.
      • Spend a Reactor Point. (Test this)
      • Perform the specified action.
  • When your mecha runs out of Reactor Points, it becomes OVERHEATED and shuts down!
    • Spend an action…
      • Doing nothing to dissipate heat.
      • Spend a Strike to override shutdown. (Test this)
        • Take a BANE to all actions.
    • Restart your mecha with one Reactor Point.

Character Generation

Choose a pilot that fits your idea of a character concept and then choose a mecha chassis.

Pilots

Each pilot comes with specific boons as well as a unique action he can take as part of his turn.

Commander

The Mecha Hack pg. 11.

  • BOON (1): for influence through displays of confidence.
  • BOON (2): for influence through displays of power.
  • ABILITY: Battle Tactics - Choose a CLOSE or NEAR allied mecha, they can MOVE or ATTACK that does not count as their turn. Then your turn resumes.

Engineer

The Mecha Hack pg. 11.

  • BOON (1): for tasks that require speed.
  • BOON (2): for tasks requiring knowledge of mecha and other systems.
  • ABILITY: Quick Fix - As an action, reduce your Strikes by 1 to restore 2 Strikes to a CLOSE mecha.

Maverick

The Mecha Hack pg. 12.

  • BOON (1): for influence through displays of power.
  • BOON (2): for tasks requiring speed.
  • ABILITY: Reckless Attack - Spend a Strike to roll +1d6 to Hit or spend two Strikes to inflict one additional Strike of damage.

Quipster

The Mecha Hack pg. 12.

  • BOON (1): for tasks requiring knowledge of mecha and other systems.
  • BOON (2): for influence through displays of confidence.
  • ABILITY: Inspiring Speech - As an action, choose a CLOSE or NEAR mecha. They gain a BOON on a single test made before the start of your next turn.

Pilot Records

  • Use The Mecha Hack tables on page 13.

Mecha Chassis

Brawler

The Mecha Hack pg. 14.

  • REACTOR POINTS: 3
  • STRIKES: 4
  • ARMOR SAVE: 5+ (4+ with a shield)
  • MIRACULOUS SAVE: 5+
  • ABILITY: Crippling Damage - Crits are rolled on 5 or 6.
  • ABILITY: Charging Strike - As a move action, immediately move to a near enemy and make a melee attack against them. Roll your Reactor Dice.

Scout

The Mecha Hack pg. 15.

  • REACTOR POINTS: 3
  • STRIKES: 3
  • ARMOR SAVE: 6+
  • MIRACULOUS SAVE: 5+
  • ABILITY: Ambush - Roll with a BOON when when hiding. If a successful is made when hidden, inflict one additional Strike.
  • ABILITY: Cloaking Field - Activate your cloaking field for one round. Roll your Reactor Dice.

Striker

The Mecha Hack pg. 16.

  • REACTOR POINTS: 5
  • STRIKES: 4
  • ARMOR SAVE: 5+ (4+ with a shield)
  • MIRACULOUS SAVE: 5+
  • ABILITY: Adaptable Robotics - When you roll a one on a test, re-roll the test and use the new result.
  • ABILITY: Reactor Charge - As an action, choose a CLOSE mecha. Their Reactor Points increase by one up to its maximum. Roll your Reactor Dice.

Titan

The Mecha Hack pg. 17.

  • REACTOR POINTS: 3
  • STRIKES: 6
  • ARMOR SAVE: 4+
  • MIRACULOUS SAVE: 5+
  • ABILITY: Kinetic Absorbers - If a CLOSE mecha would take damage, you can choose to take that damage instead.
  • ABILITY: Energy Shield - As an action, choose yourself or another CLOSE or NEAR mecha. Spend a Reactor Dice before the start of their next turn, that mecha may re-roll their Armor Save.

Call-signs

  • Use the chart in The Mecha Hack on page 18.

Reactor Modules

  • All Reactor Modules require a Reactor Roll.

Offensive Modules

  • Chest Beam: On a successful test, 1 enemy takes a hit and is pushed back far. If it hit’s an obstacle it will take a strike.
  • Grappler: Contested power test with enemy, if successful enemy is pulled in close and takes one strike. Can also be used as a grappling hook if cast against room resistance.
  • Missile Barrage:
  • Quake Generator: Close objects/enemies are pushed to near. If against a wall take one strike.
  • Siege Mode:
  • Static Cloud:
  • Targeting Array:

Defensive Modules

  • Barricade Mode:
  • Exothermic Plating: The next time you take melee damage the enemy mecha takes one strike.
  • Nano Shroud:
  • Particle Barrier: Generate a physical barrier that can’t be penetrated within close of you. Big enough for 2 Mechas to take cover.
  • Reflective Shielding:
  • Retractable Shield:

Utility Modules

Consumables:

Take one action to use

  • Booster: regain 3 reactor points
  • Sensor Jammer: Instantly become hidden until your next round
  • Repair Kit: Regain one strike for yourself or a friendly mecha in close distance
  • Scouting drone: Lasts one minute is hard to hit but automatically destroyed on a strike. You may perceive through the drone same as through your Mecha.
  • HE Ammo: When equipped you crit on a 5+ for ranged attacks

Enemies and Monsters

  • This is not an extensive conversion of every monster, but a few to show the thoughts used when doing this.

Jump-Pod

The Mecha Hack pg. 26.

  • STRIKES: 1
  • TO-HIT: 3+
  • ABILITY: Leap - Reach FAR locations in one move.
  • ATTACKS:
    • Beam Splitters: One Strike of damage. Roll with a BOON when CLOSE or NEAR to the target.
    • Guided Rocket Pods: Target two NEAR targets, deal one Strike of damage to each. Roll a 5 or 6 to recharge.

Notice when there is a +1 to an Attribute or certain situation, it’s instead conveyed as a BOON. Things that give negative penalties instead grant BANES. Most damage is a single Strike unless it’s a big weapon. Most other things translate as is.

Mecha Recuit

The Mecha Hack pg. 26.

  • STRIKES: 1 (This could be 1-3, I guess)
  • TO-HIT: 3+
  • ABILITY: Thick Plating - Grants attackers a BANE to hit it.
  • ATTACKS:
    • Shield Bash: Hits a CLOSE target, deal one Strike.
    • Submachine Gun: Hits a NEAR target, deal one Strike. (Maybe 1 to two targets CLOSE to each other)

Kaiju Baron

The Mecha Hack pg. 28.

  • STRIKES: 3
  • TO-HIT: 4+
  • ABILITY: Acidic Blood - Deal two Strikes of damage to all CLOSE enemies after taking damage.
  • ATTACKS:
    • Crushing Bite: Deal two Strikes of damage to CLOSE targets.
    • Maw Beam: Deal one Strike of damage to FAR targets in a line.
    • Thundering Roar: CLOSE or NEAR targets must roll Reactor Dice. Recharge on a 5 or 6.

Kaiju Tyrant

The Mecha Hack pg. 30.

  • STRIKES: 5
  • TO-HIT: 5+
  • ABILITY: Acidic Blood - Deal two Strikes of damage to all CLOSE enemies after taking damage.
  • ABILITY: Flying - Ignores difficult terrain. Reach FAR locations in one move.
  • ATTACKS:
    • Ripping Talons: Target a CLOSE enemy, deal two Strikes of damage.
    • Maw Beam: Deal two Strikes of damage to FAR targets in a line…
    • Piercing Screech: CLOSE or NEAR targets must roll Reactor Dice. Recharge on a 5 or 6.

I did take some liberties with the Kaiju. The Maw Beams hit all targets up to FAR that are in a line. Just makes sense. I wanted to make the flying kaiju only able to be targeted by close attacks by other flying monsters, mecha or targets or if riding it. The d10 or d12 level damage I made two Strikes. d4-d8 does one Strike.

As for the Strikes and To-Hit rating, I used the Enemy’s HD listed in The Mecha Hack as their Strikes count, and then just guessing from 3-6 which gives you 4 levels of To-Hit. Could make it 2-6 which then would make it so that HD1-2 are To-Hit: 2+, HD3-4 are To-Hit 3+, and so on. Then taking into account the fiction, lower “tier” big bads may have more abilities or higher To-Hits with lower Strikes, or the other way around, depends on the fiction.


#4

Wow that’s super awesome! Thx for your contribution :slight_smile:


#5

Cool stuff! I really like what you have done here.


#6

I may increase the Strikes x3 depending on how fast the enemies go. Of course, RR is free to do that at anytime.