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Mecha Star

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67% found this document useful (3 votes)
453 views13 pages

Mecha Star

Uploaded by

Coley Boyd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MECHA STAR

Mecha for Black Star

Writing: Curtis Lyon


Game Design: Leonard A. Pimentel
Art: Shaman’s Stock Art

Copyright © 2023, Three Sages Games

Mecha Star and the “Three Sages Games” logo are trademarks of Three
Sages Games, all rights reserved.
Black Star™ is a trademark of Leonard A. Pimentel (d/b/a LakeSide
Games). The Black Star Compatible Logo is © Leonard A. Pimentel
(d/b/a LakeSide Games) and is used with permission.

Contents
1. Steel………………………………………………………………………………………….. 1
2. Mecha…………………………………………………………………...…..…….……….. 2
General Notes……………………………………………………………..…..……….. 2
Semi-Realistic Mecha……………………………………………………………….. 2
High-Action Mecha..……………………………………….……….….…………… 3
Mixing and Matching..……………………………………………………………… 4
3. New Features…………………………………………………………..……………….. 5
4. Sample Mecha…………………………………………………………………………… 7
Star Knight Armor……………………………………………………………………. 7
5. Stories……………………………………………………………………………………….. 8
1. STEEL
While Imperium fighters and troopers are well-known sights in the
galaxy, there are some places where giant metal knights dominate the
battlefield.
One example is the system of Shamash, located somewhere in the
Black Star sector. Colonized a long time ago, the human immigrants
named their new home planet Ersetu, and began the process of claim-
ing it as their own.
The native Caerulians, a blue-skinned, elf-like people, had some
mixed interactions with the settlers – some peaceful, some not so
much. For the most part, life went on as normal.
Until the Gallus came.
At first, it was assumed the aliens were simply large, inorganic invad-
ers, but eventually the people of Ersetu came to realize the giant
robots were actually massive war machines piloted by an alien spe-
cies… not that such knowledge initially helped much. The Ersetese
had no technology capable of matching the Gallu warmachines in
terms of maneuverability and firepower.
After two long years of guerilla warfare, however, a Gallu warmachine
was captured intact enough for the Ersetu colonists and natives to
reverse-engineer some of the technology, and the first Mecha were
built: armored warriors finally capable of going toe-to-toe with the
warmachines.
Ersetu is still a planet under siege, however.
It only remains to be seen if a handful of brave Mecha pilots can turn
back the Gallus invaders, and bring some sort of peace to Ersetu
again….

♦1
2. MECHA
In some ways, Mecha are little different from the Striders found
throughout Imperial space. Broadly speaking, Mecha could be
thought of as huge suits of armor, piloted by a single person. In some
cases, a Mecha may have a co-pilot or gunner – much like our current
fighter jets and bombers.

General Notes
Mecha follow the standard Vehicle rules from Black Star, and are
considered Vehicle scale by default. Although they can have basic
Features, Mecha often have somewhat specialized Features.
The basic Features Mecha most often use are: Gunner (up to 1), Mis-
siles (up to 4, defined as rockets), and Point Defense. Other Features
used by Mecha can be found on page 5.
Broadly speaking, Mecha fall into one of two flavors: semi-realistic and
high-action. The type you use is dependent on the type of story you
want to tell.

Semi-Realistic Mecha
These types of Mecha are big, relatively slow, and best described as
‘stompy’. Smaller Mecha are typically lightly armed and armored, but
comparatively fast, while the largest of this type of Mecha may be
slow, but are functionally walking fortresses.
Semi-realistic Mecha often run on reactors of some sort that can
cause issues with overheating (see below).
The new Features most often used by semi-realistic Mecha are Cool-
ing Vents, Flight Capable, and Jump Jets.
If you’re into Mecha that are giant, walking tanks with a gritty feel
(like BattleTech or Gundam), then semi-realistic Mecha are probably
the way for you to go.

♦2
Overheating (Optional)
When making an Ability roll involving piloting a Mecha (including
combat rolls), if a 1 or 2 is showing on any of the Action dice,
regardless of the outcome, the Mecha begins to overheat, taking 1
Penalty die to all future rolls. Multiple heat penalties are cumula-
tive.
If the Mecha is in a cool environment, such as standing in deep
water or in cold (snowy) conditions, overheating only occurs if a 1
is showing on any of the Action dice.
Heat can be dissipated by standing still and taking no action for a
round. This removes one Penalty die from the heat.

Heat Shutdown (Optional)


There’s a chance a Mecha might shut down from overheating.
When heat is gained, roll a six-sided die – if the result is equal to or
lower than the number of current Penalty dice from heat, the
Mecha automatically shuts down until all the heat Penalties are
removed.
The Pilot can attempt to override a heat shutdown by making a
Transports roll, with Penalty dice from overheating applied. If the
roll fails, the Mecha takes damage equal to the heat Penalty.

High-Action Mecha
Mecha of this variety are generally very agile and maneuverable.
Their sizes can vary greatly, as can their versatility and function.
In most cases, high-action Mecha run on super-science or magic, and
overheating isn’t a common problem for them.
Because their sizes can vary so much, some high-action Mecha can
have the Personal or Small Features. Additionally, some of these
Mecha are built at the Capital Ship scale, although these are usually
designed to destroy entire armies, fleets… or even planets!

♦3
Additionally, the following new Features are typically available for
high-action Mecha: Colossal Weapon, Flight Capable, Jump Jets, Neu-
ral Link, Space Capable, and Transformer.
If you’re into Mecha that can move almost like a human when in
combat, fast and agile (like Dual or Robotech), then high-action Mecha
are probably the way for you to go.

Mixing and Matching


The idea of semi-realistic versus high-action isn’t necessarily an
either/or kind of thing with a set of hard-and-fast rules. When using
Mecha, the rules and mechanics depend on what you like as a group.
Feel free to use all, some, or none of the elements from either or both
types of Mecha.

♦4
3. NEW FEATURES
The following new Features are largely designed with Mecha in mind,
but there’s no reason you can’t apply them to other vehicles if it
makes sense (or just seems fun).
If creating your own Mecha (as a player), you should always be sure
that the GM and other players are on the same page about what
features should be used to keep things fun for everyone.
Capital Ship (CS): The vehicle is capital ship scale. Vehicles of this
size are huge, colossal vehicles that can be seen from great distances.
Cooling Vents (CV): The vehicle is mounted with radiators to help
dissipate heat build-up. Ignore the first Penalty die from heat.
Flight Capable (FC): The vehicle can fly when in the atmosphere.
Flight Capable vehicles must also be Space Capable to leave the atmo-
sphere.
Giant Weapon (GW): The vehicle is mounted with a weapon that
deals damage as at capital ship scale. A Giant Weapon costs 1 Resolve
to activate. If Overheating is being used, it generates 1 Penalty die of
heat in addition to any heat from the Ability roll. Otherwise, the Giant
Weapon recharges on a d6 roll of 5 or 6 at the beginning of the round.
Jump Jets (JJ): The vehicle can leap over obstacles. If the pilot spends
1 Resolve, the vehicle adds +1 to its Handling for a turn. If Overheating
is being used, this generates 1 Penalty die of heat in addition to any
heat from the Ability roll.
Neural Interface (NI): The vehicle is powered by the pilot’s mind.
Rolls are made using Power instead of Transports. Pilots without
Power can’t use the vehicle. A Neural Link also gives 1 Bonus Die to
the pilot for Transports rolls, and allows Will to be used instead of
Resolve for the vehicle.

♦5
Space Capable (SC): The vehicle can operate in a vacuum. In order to
land on a planet, they must also be Flight Capable or have some other
means to break their descent, like Drop Pods.
Transforming (TF): The vehicle has multiple forms. The pilot can use
an action to change from one form to another.
Notes on Transforming Mecha: In order for a Mecha to transform back
and forth, both forms must have the Transforming Feature, although
any other Features don’t need to be shared across forms. Each form
should also have the same total in their Stats, although the Stats don’t
have to be identical.
The GM has the final say on whether Transforming Mecha are avail-
able in the story. Other Mecha tropes (like combiners, for example)
are certainly possible as well.

♦6
4. SAMPLE MECHA
Semi-Realistic Mecha
Light Mecha: H3-W1-D3-S4 • CV, JJ, PD
Medium Mecha: H2-W2-D2-S6 • CV, JJ, M2, PD
Heavy Mecha: H1-W3-D3-S8 • CV, M4
Assault Mecha: H0-W4-D4-S10 • CV, G1, M8

High-Action Mecha
Scout Mecha: H4-W1-D3-S6 • FC, JJ, PD
Combat Mecha: H3-W2-D2-S8 • JJ, M4, PD
Command Mecha: H2-W3-D2-S10 • CW, G1, M4
Mecha-Armor: H2-W3-D3-S6 • FC, JJ, S
Doomsday Mecha: H0-W5-D5-S12 • CS, M12

Star Knight Armor


When people think about Star Knights, they often think of their
trademark beamswords. But legends speak of a time when the Star
Knights wore mighty suits of armor to help them maintain order. A
Mystic with one of these suits would be formidable indeed. And make
no mistake – the Dark Order would certainly love to find some of this
armor as well….
Star Knight Armor
Mecha Form: H0-W2-D2-S6 • JJ, NI, PD, SC, TF
Fighter Form: H2-W1-D3-S4 • CW, FC, NI, SC, TF

It’s also possible that Mecha-sized beamswords might exist. If so,


they’d still only be usable by Mystics, but would otherwise act as an
ordinary beamsword, but at the vehicle scale!

♦7
5. STORIES
Mecha are a staple of modern science fiction, and the possible stories
that could use them are myriad. The Shamash system is just one such
concept. Here are just a few ideas using that setting for adventures:

The Arrival of the Gallus


Stories based on this period of Ersetu’s history would focus on the
overwhelming power of the Gallus when they first arrive – the Gallu
warmachines are frightening because of their appearance that is
simultaneously machine-like and animal-like.
The Heroes in this story would be at a disadvantage against the
enemy, and the feel would be very “end-of-the-world” as survival
becomes the order of the day.

What are the Gallus?


The Gallus have intentionally been left vague so you can do what you
want with them. There are two “standard” options for them.
The first is that they’re very different from humans – like space
octopi, or some such. This begs the question of whether any kind of
interaction can occur between the natives and the invaders.
The second option is that once the Gallus are removed from their
warmachines, they’re not much different than Humans or Caerulians.
This raises the possibility for mixed interactions with the Gallus.
Of course, a third option could be the Gallus are the warmachines….

The Discovery of Mecha Technology


This could be treated as the beginning of the Heroes’ story arc, or a
continuation of the “Arrival” story arc. Stories based on this period of
Ersetu’s history would have more of a “resistance” feel as the Humans
and Caerulians look for a way to fight back.

♦8
At this point, the feel would be more “resistance movement” as the
Heroes tackle missions to gain intelligence on the enemy in an effort
to reverse engineer the Gallu technology. But once the Mecha tech-
nology is acquired, the Heroes can begin facing the Gallu on their own
terms.

The Development of Neural Interfacing


The Caerulians, the indigenous people of Ersetu, are naturally predis-
posed to psychic powers. But, while there were conflicts between
Humans and Caerulians, the genetics of the two are close enough that
they would interbreed now and then, allowing psionics to enter the
Human genome.
Eventually, in the war against the Gallu, the idea of interfacing mind
and Mecha is born. Stories set in this later period would have the
Heroes being able to try out these new technologies – provided they
had the Power to do so, of course.
These stories would have more of an over-the-top anime feel as the
Heroes and Mecha could potentially bring their Powers into play
against the Gallu, and could potentially focus in the ability of the
Heroes to turn the tides of war in the favor of Ersetu and even force
the invaders to accept defeat and surrender, leave, or even (if the
story is dark enough) face complete destruction.

Mecha in the Imperium


There’s no reason to throw out the basic premise of Black Star when
bringing Mecha into play. Since Mecha are handled like ordinary
Vehicles (and are really just a version of Striders), there is no reason
not to simply drop them into the setting.
For these sorts of Stories, semi-realistic Mecha might work the best –
assuming the idea is to maintain a particular flavor – but there’s no
reason high-action Mecha can’t be inserted, allowing the Heroes the
possibility to become knights of the future.

♦9
Ascendency of the Star Knights
Speaking of knights… An interesting take on high-action neural inter-
facing might be to let the Heroes be Star Knights and somehow
acquire Star Knight Armor.
Given the potential of Mystics with this sort of Mecha, it would be
appropriate to have the Heroes facing off against the Mecha of the
Dark Order – Dark Knights, as it were. Of course, such a conflict could
spell the end of the Imperium as the galaxy knows it, but would
potentially allow the Heroes to rebuild things from the ashes of a
shattered empire.

♦ 10
Pilots, Suit Up!
While Imperium fighters and troopers are well-known sights in the
galaxy, there are some places where giant metal knights dominate
the battlefield.
Inside this supplement you’ll find:
● Suggestions for semi-realistic and high-action Mecha
● New Features for Mecha-type Vehicles
● Sample Mecha for both semi-realistic and high-action options
● Transforming Star Knight armor
● Ideas for Mecha-based stories and adding Mecha to Black Star
Take the war against the Imperium to the next level, or simply
enjoy adventuring in giant, stompy robots with…

Mecha Star

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