HEAVY GEAR
This world primer is based on the Heavy Gear Universe by Dream Pod 9.
I based the rules on ICRPG and Mecha Hack… with some spice for more flavor.
Set on the distant colony world of Terra Nova, Heavy Gear offers a rich and believable science-fiction setting for fast- paced Mecha action and adventure. Abandoned millennia ago by Earth’s government, the colonists on Terra Nova were beset by the dangerous and diverse environmental conditions of the dry and hot planet. Despite this adversity, the proud and tough settlers banded together in polar confederations, developing advanced 4-meter-tall walkers, or “Gears,” to make the difficult work ahead of them more manageable. Today, the ubiquitous Gears are found across the desert world, whether in police forces, livestock ranches, gladiatorial bouts, construction teams or, most famously, mechanized military regiments. Gears have transformed life on the harsh world of Terra Nova, and color every aspect of life here.
CHUNKS
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CHUNKS : Each GEAR is made up of 8 CHUNKS . Each CHUNK has 5 HP. Each CHUNK can mount 1 weapon, or 1 piece of hardware, never both. When taking damage, assume it is taken, in aggregate, 1 CHUNK at a time. i.e.: take 10 HP damage, 2 CHUNKS are destroyed. Use a simple die roll to decide what CHUNKS take damage, or optionally use the Random Hit Location table.
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GEAR RANGE PENALTIES : GEAR scale ranged weapons make NORMAL rolls at Targets within NEAR, and HARD rolls at targets within FAR.
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HANDHELD WEAPONS : GEAR scale weapons do not take up space, but are subject to being damaged / destroyed by Called Shots thru a HARD roll [vs a NORMAL roll] or Critical Failure.
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BURNING POWER : Use this onboard fuel just like SPELL BURN. ie: 4 ROUNDS of actions, roll to recover for 1D4 ROUNDS. Mitigate this limit with a fuel pack (1 CHUNK, escalates limit by 1 ROUND). Overclock actions by burning extra fuel. Double a WEAPON’s damage, move DOUBLE FAR or the like with an extra ROUND of fuel used.
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ABLATIVE ARMOR : CHUNKS of ARMOR grant +5 per CHUNK. When CHUNKS of ARMOR are destroyed, the suit will need repair. This means suit ARMOR steadily reduces during combat.
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CRITICAL DAMAGE : If a suit takes 20 or more damage in a single hit, 4 CHUNKS are destroyed and the suit is totally immobile for 1D4 ROUNDS or until repaired.
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UPGRADES : Add CHUNKS to a suit at a garage or hangar with 1 roll per CHUNK. This is important if upgrading in MOMENTS or during combat.
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REPAIRS : Repair with an INT roll, doing BASIC work on a CHUNK of your choice. Use tools or a Power Armor Repair Kit to improve the roll and EFFORT.
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SOCIAL STATUS : Anyone wearing POWER ARMOR is generally perceived as wealthy, military, or royal status. This can be used to great effect in rural areas.
ENGINE DICE
All Heavy Gears are powered by a unique piston engine called a V-engine mounted as a backpack. This is different than most science fiction settings that use some form of nuclear power or even more obscure or invented power source.
The players are intimately aware of the design and capacity of each engine. They are allowed to repair and improve upon the design as they see fit. This intuitive understanding allows most pilots to push their assigned Gear to do things outside of its design parameters. In the game, we represent this trained ability with Engine Dice.
Similar to Altered States rules for SURGE DICE, the rules for ENGINE DICE allow each player to begin play with 3d8 dice pool. To be rolled and added to any roll they see fit. Players can use any, all, or any combination in the dice pool.
Engine Dice are all refreshed at the beginning of each game session.
Here are some examples of when and how to use ENGINE DICE:
- Add to any roll to ensure success
- Add to any damage roll to increase damage
- Add to any recovery roll to increase health
- Add to a dying timer
- Roll to soak damage
- Bend rules of movement or what’s possible
Note: As an optional house rule, a pilot can survive the destruction of his or her assigned Gear, but at the cost of burning (permanent loss of) 1 die from their Engine Dice Pool.
GM’s are encouraged to hand out Engine Dice as a reward for great roleplaying, ideas, and tactics. You CAN have more than 3 dice in your pool BUT if you don’t use them, you lose them at the end of your game session. Your pool refreshes at the beginning of the next game session.
CONVERSION NOTES
Below is the example of how to convert the stat blocks from the d6 system to ICRPG.
The infamous PIT BULL will be used as the example. As a general rule, the number of dice used to denote a skill check from HEAVY GEAR d6, convert as a bonus to the attempt/check with a d20 in ICRPG.
Choose a GEAR from any of the GEAR manuals and convert them to your game. See your GM for more info.
As an alternative method, (although most characters will not get to build their own GEAR) with your GM’s permission, you can create your own GEAR using the following method:
- Add all the dice noted for each HEAVY GEAR under Maneuver, Sensors, Speed, Armor, and Commo; and divide the total by 2. This would be the number of creation points you would spend on your GEAR ARMOR, PILOTING, and SENSORS scores.
- The Pit Bull for example would have 4 Maneuver +2 Sensors +2 Speed +2 Armor +2 Commo= 12 total , divided by 2 = 6 Creation Points. (Always round down)
- Choose 3 WEAPONS and 3 AUX SYSTEMS.
- Special Note: Most HEAVY GEARS come with ARCS as standard equipment.
CREW
The crew will not change. Some larger tanks and gears will have 2 or more crew. When this is the case, everyone has 2 actions. Each ACTION may not be repeated by another crew member. Only the pilot can complete a MOVE action. The "pilot" is interchangeable between turns.
ARMOR & DAMAGE
ARMOR =10 +Armor Dice bonus… for example, the PIT BULL has a Armor of 2D+1. Ignore the +1 and only count DICE as the bonus. This example will grant a +2 bonus to the ARMOR of the Heavy Gear.
The PIT BULL would have a ARMOR score of 10+2= 12.
Also the Armor Dice bonus grants DAMAGE REDUCTION . Reduce all incoming damage by the same amount of Armor bonus granted.
I.E. The PIT BULL has an Armor bonus of 2. It is struck by a VibroBlade for 6 points of damage to its Body. A killing blow! … But… With an ARMOR bonus of +2, it reduces the 6 points to 4 points. (6 - 2 = 4). Its Hull is exposed but intact, with 1 remaining HP left in that location.
MANEUVER
PILOTING checks would benefit from the Maneuver score as a bonus to your CHECK. For example, the PIT BULL has a Maneuver of 4D (3D for Ground). This grants a +4 to Piloting Checks as a GEAR, but a +3 to Piloting check when using its wheeled ability.
SENSORS & COMMS
SENSORS same deal. PIT BULL has Sensors 2D. This converts to +2 bonus to Sensor and Comms Checks. Typically a Sensor check is made when visibility, line of sight, obscurity, or ECM’s effect your ability to lock onto a target. Ignore the Comms bonuses at is is typically a redundent stat for the RPG.
SPEED
Speed is not a factor and we will default to the ICRPG standard of CLOSE, NEAR, and FAR. Although the scale will be larger due to the scale of the Heavy Gears.
ARMAMENTS
Guns cause GUN Effort.
Lasers, Missiles, Particle Accelerators, and Vibro Weapons cause TECH Effort.
Obviously, MAN scale weapons do MAN scale damage. Man size weapons cannot harm GEARS, with few exceptions.
GEAR scale weapons do GEAR scale damage. GEAR scale weapons do damage in HEARTS to people. 1 point of GEAR effort = 10 hp.
AUXILARY SYSTEMS
These are noted in the GEAR and WEAPON TAGS. Allocate any stems to empty CHUNK locations.
GEAR CONVERSION EXAMPLE for the PA-01 WARRIOR
GEAR ARMOR = 13
PILOTING = +3
SENSORS = +1
Chunk 1. RT SHOULDER: ECM
Chunk 2. LT SHOULDER: Mini Missile Pod [*MMR Mini Missile, TECH]
Chunk 3. RT ARM : Manipulator Arm: Handheld Vibro Blade
Chunk 4. LT ARM : Manipulator Arm: ****Handheld PR-25 Autocannon)[AC Burst, Split, Ballistic, GUN]
Chunk 5. BODY : APGL-78 Grenade Launcher [*GL Armor Piercing, Ballistic, Indirect, GUN]
Chunk 6. LT LEG : M9 Grenade x3 [Indirect, GUN]
Chunk 7. RT LEG: Fire Control Computer [FCC grants ADVANTAGE on shooting rolls.]
Chunk 8. HEAD : A.R.C.S. [Active Radar Communications Systems]