Dragonmech Battles Proxies

Medieval fantasy mechs powered by steam, magic, or the labor of a thousand slaves.

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cssmythe3
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Dragonmech Battles Proxies

Post by cssmythe3 » Tue Feb 19, 2008 12:16 pm

A billion years ago I was running a dragonmech campaign 3000 miles from where I know live (one of those numbers is exaggerated).

I was in the processes of developing a rip-off ruleset of the generic DND minis to be applied to dragonmech. I had assembled a bunch mageknight minis to use as proxies. Here is an example of a whole bunch of very dragonmechy figures for way cheap:

http://store.gamingetcstore.com/mage-kn ... 49-99.html

One of the more interesting things I noticed is that while a single normal ork is completely powerless over a mech, you take a pack of 20 of them, all with ropes and grapples, have 19 of them 'aide another', and the leader of the pack has a pretty good bonus to his roll to take the mech down. I introduced squads of 5 men (or orks) as an element to the rules and worked in 'aide another' roles into the squad's overall chance of pulling down a mech.

I even had 6mm scale ork stands from a box of 'epic scale 40k'.

Another thing I noticed is that while an individual steam rifleman had no chance of taking a mech down, if 20 of them are all sniping at the pilot, 1 of them is probably going to get that natural 20 and hit. I attempted to run some statistics and work this into the '5 dwarf steamrifle squad' unit stats.

I completely failed to come up with a simple, satisfying way to handle board actions, so I'm very happy to see that's being addressed.

I'll dig around through my old files and see if I can find my notes and post 'em or send to the 'dragonmech battles' guys.
-Chuck Smith

mythfish
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Post by mythfish » Wed Feb 20, 2008 5:56 pm

Cool. Good to see you around these parts again!
Dieter Zimmerman
[[Faceless Minion of the Dark Master]]

walrusjester
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Re: Dragonmech Battles Proxies

Post by walrusjester » Thu Feb 21, 2008 6:00 am

cssmythe3 wrote:One of the more interesting things I noticed is that while a single normal ork is completely powerless over a mech, you take a pack of 20 of them, all with ropes and grapples, have 19 of them 'aide another', and the leader of the pack has a pretty good bonus to his roll to take the mech down. I introduced squads of 5 men (or orks) as an element to the rules and worked in 'aide another' roles into the squad's overall chance of pulling down a mech.
We're working on a similar idea, where large groups of characters give each other a bonus to success on anti-mech actions. It's fun if squads of soldiers can have an impact on combat - swarming mechs, boarding them, even working together to trip them.

It's also fun when the mech tramples them to paste.
DragonMech line developer, freelance writer, tall guy named Matt.

Raptor
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Post by Raptor » Mon Feb 25, 2008 12:36 pm

One of the more interesting things I noticed is that while a single normal ork is completely powerless over a mech, you take a pack of 20 of them, all with ropes and grapples, have 19 of them 'aide another', and the leader of the pack has a pretty good bonus to his roll to take the mech down. I introduced squads of 5 men (or orks) as an element to the rules and worked in 'aide another' roles into the squad's overall chance of pulling down a mech.
Thats why the the gods gave us gargantuan steambreathers. :wink:

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