Home of the Odd Duk

Tag: lorica (Page 4 of 4)

Lorica Combat Sketch

You've seen three mechs/tanks, now to talk about combat a little.

There are two ways to go about it; one way requires no mini, markers, counters, or anything else physical, the other way requires a battlemat, terrain, markers, minis and a lot of time to discuss the effects of facing on targets accessible my missile attacks.

It almost goes without saying that I'm going to talk about the former method.

When combat begins, it is assumed that the two opposing teams are 20 units apart. This means that only long range lasers can successfully hit from this range. Each mech/tank chooses a tactic and one or more targets (choosing a single target is easier.)

Combat with Lorica occurs in three stages. The first stage is the Tactical Stage. This is the time that players announce their intended action. Some choices include, but are not limited to: Maintaining Missile Range, Charging, Withdraw, Warning Shot and Melee Fighting. These actions provide a bonus of some kind to attack or defense and determine the distance between two individual mechs/tanks. If two mechs/tanks charge each other, add the two movement rates and subtract the total from 20. If other tactics or chosen, the tactic's description will detail how the new distance is calculated.

An opposed roll determines who succeeds. The lowest roll wins and distance will be determined by the winner's tactic.

The second stage is rolling a d12 for initiative. Again, lowest roll wins. The first stage may or may not modify the roll. If there are more than two teams fighting, initiative occurs in the order of initiative rolls from lowest to highest.

The third stage resolve combat. The winner of initiative goes first. Each weapon (if more than one) is resolved with a to hit roll in weapon speed order. Modifiers from the first stage may or may not affect the to hit roll. As is true in the fantasy rules of Andras, a d20 is rolled against a target number determined by AC + Modifiers. A roll equal to or below the target number is a success. On a successful hit, damage is rolled.

The next team does the same process, still in weapon speed order.

I am still working through details for the Tactical Stage. Many of the tactics will be similar to those used in naval combat, air combat, melee combat, etc. Once these are detailed, the rules will inform other forms of combat as well.

Just to provide a couple more mechs/tanks...

Here are Scout units. They are basically designed for speed and evasion.

Name STADES


Engine 1300 MASS 104 tons
HP 600


AC 4 AAC 15
MV 12


COST 798,600







Weapons Range Power Mass Damage
Form II 20 8 3 4+1d8
LR(6) 10 1 10 1d6 x 4
SR(8) 6 1 10 1d8 x 6
SAMD-1 0 5 6 14

They are not going to win in a fight, but they will move very, very fast.

Name Mard


Engine 1500 MASS 220 tons
HP 1080


AC 1 AAC 18
MV 6


COST 1,335,600







Weapons Range Power Mass Damage
Form IV 20 12 5 12+1d8
Form IV 20 12 5 12+1d8
Form VII 20 21 8 24+1d8
LR(10) 10 2 16 1d10 x 4
LR(10) 10 2 16 1d10 x 4
SR(12) 6 2 15 1d12 x 6
SR(12) 6 2 15 1d12 x 6
SAMD-5 0 21 20 84

The Mard succeeds with overwhelming fire power. It has capable weapons at every combat range, extreme (lasers), long range missiles and short-range missiles. The only thing it is missing is an axe.

Lorica – No Rules Just Stats

After the 1976 word monolith of the last post, here are a few of the almost 60 mechs I've designed for the Lorica add-on. Remember that these mechs use the Andras system, a 2e-inspired clone. That means group initiative, weapon speeds, etc. Unfortunately, copying from a spreadsheet required me to cut off the weapons speeds. Feel free to modify and use as you see fit.

Name Loanza


Engine 1300 MASS 143 tons
Hp 720


AC 3 AAC 16
MV 8


COST 1,003,300







Weapons Range Power Mass Damage
Form III 20 10 4 8+1d8
125mm 15 6 47 28+1d12
SR(12) 6 2 15 1d12 x 6

Hp stands for Hull points. 1 Hull point is 12 hit points. Damage is given in Hull points as well. Form III is a laser, 125mm is a slug thrower and the Short Range missiles fire in bursts of 12 mini-missiles. Before you think the Hull points are high, compare the firepower between this light mech and a different medium mech:

Name Centus


Engine 1600 MASS 234 tons
HP 1080


AC 1 AAC 18
MV 6


COST 1,277,800







Weapons Range Power Mass Damage
Form VII 20 21 8 24+1d8
100mm RG 10 1 23 18+1d6
LR(16) 10 3 26 2d8 x 4
LR(16) 10 3 26 2d8 x 4
SR(12) 6 2 15 1d12 x 6
SAMD-5 0 21 20 84

Again, Form VII is a laser. The 100mm RG is a railgun. LR is long range missiles as opposed to SR for short range. SAMD is the Sandcater Anti-Missile Defense system. It functions like damage resistance to attacks from missiles.

Still, you may say, this seems like an unstoppable juggernaut. I don't have the assault mechs designed yet, but here is the upper end of a medium mech. May I present the Onager:

Name Onager


Engine 1600 MASS 354 tons
HP 1080


AC 0 AAC 19
MV 4


COST 1,795,300







Weapons Range Power Mass Damage
Form IV 20 12 5 12+1d8
275mm 10 18 135 96+1d12
LR(10) 10 2 16 1d10 x 4
LR(10) 10 2 16 1d10 x 4
SR(20) 6 3 25 1d20 x 6
SR(20) 6 3 25 1d20 x 6
SAMD-4 0 16 16 60

In case you're wondering, yes, there are bigger lasers available. There are also a few slug throwers with a higher caliber, but not many.

The last note I'll make is that these could just as easily be hovertanks, ground tanks or any other kind of armored vehicle. I didn't list the ones that carry infantry, engineering equipment, etc.

More later...

Newer posts »

© 2024 Sycarion Diversions

Theme by Anders NorenUp ↑