Wednesday 17 July 2024

July of 5, 10, and 15 years ago

15 Years Ago I wrote the first half of 100 Interesting Magic Items. Perhaps I'll finish it for the 20th Anniversary. This is by far my most viewed blogpost of all time, perhaps because it feels like it could be D&D content. Guess I really fucked up by making my own games!

It's cool to look at this as a list of proto-Oddities/Arcana before Into the Odd was even an idea for me. A few favourites that I think hold up:

  • Digging Spoon: This tiny spoon can dig through any substance with a forceful push.
  • Eternal Chessboard: Anyone playing chess with this set cannot win or lose a match. It simply goes on and on no matter how many moves the players take.
  • Karma Vase: Filling this Vase with expensive drink will cause it to drain away, but cure any ailments or damage affecting the pourer. Breaking the vase will kill the breaker.

10 Years Ago I showed what a https://www.bastionland.com/2014/07/a-great-fighter-in-into-odd.html looks like in Into the Odd, focusing on mostly non-mechanical factors. I guess I'm saying "get good" to the players, but I think it's still relevant even with Mythic Bastionland introducing more mechanically powerful characters.

5 Years Ago I did a Monster Flashback looking at... a ten year old blogpost... oh shit, this blog is just recursive swill, isn't it?

Seems as good a time as any to look at the generated art in this old post, back when GANBreeder was this weird thing you could use to make incoherent alien visions. Different times, for sure, even after just five years.

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If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday 10 July 2024

Hired MACs

Each of the MAC Attack Factions will have a distinct visual identity, but I wanted to include an option for players to either stray from their faction's aesthetic for a few miniatures, or field a slightly less coherent force altogether.

Mercenaries, or at least privately manufactured MACs, seems like the obvious solution here.

You can't drive them quite as recklessly as the MAC pilots who are committed to your cause, but they come with a little added flexibility in their variants, a nod to Battletech's many variants of each Battlemech.

Dying for a cause or living in shame.
There’s no freedom out here, but at least you can pick your poison.

- AcesHigh, MAC Pilot for Hire

Any Force can take as many Hired MACs as they like, sometimes even making up the entire Force. Hired MACs do not benefit from the Faction’s special rule or special module. Use the rules below instead.

They've paid the deposit. Thaw him out. 

SELF-PRESERVATION
When a Hired MAC has 3 or more destroyed modules it cannot intentionally cause a collision.

VARIANTS
Prepare two versions of each hired MAC. Three of the modules must be identical. The remaining three must be of the same module type (Weapon or Hardware) but may otherwise be entirely different.

When the MAC deploys to the board, decide which variant you are using and discard the other.

Hired MACS are otherwise built as normal. The entries below are some notable MACs for hire.

The Freelance [12pts]
Class 1 MAC

Guard Variant
1 - SB2 StormCannon
2 - Booster
3 - Booster
4 - Coolant
5 - Vent
6 - Plate

Hunter Variant
1 - SP2-V RadGun
2 - Booster
3 - Booster
4 - Coolant
5 - Servo
6 - Gyro

The Purge [16pts]
Class 2 MAC

Fire Variant
1 - SB2-T Burner
2 - SB2-T Burner
3 - Conductor
4 - Radiator
5 - Radiator
6 - Exofield

Acid Variant
1 - SB2-C ToxiGun
2 - SB2-C ToxiGun
3 - Gyro
4 - Radiator
5 - Radiator
6 - Exofield

The Red Ocelot [17pts]
Class 2 MAC

Brawler Variant
1 - LG3-X SeekerRockets
2 - Double P2 Piston
3 - Servo
4 - Gyro
5 - Radiator
6 - Radiator

Sniper Variant
1 - LG3-X SeekerRockets
2 - Double LP2-N IonCannon
3 - Cloak
4 - Optics
5 - Radiator
6 - Radiator

The Goliath II [20pts]
Class 3 MAC

Cruiser Variant
1 - LB2 Autocannon
2 - LB2 Autocannon
3 - LB2 Autocannon
4 - Coolant
5 - Casing
6 - Guardian

Destroyer Variant
1 - LD3-X PhotonRockets
2 - LD3-X PhotonRockets
3 - LD3-X PhotonRockets
4 - Coolant
5 - Casing
6 - Guardian

The War Queen [22pts]
Class 3 MAC

Ironclad Variant
1 - SF3 FlakCannon
2 - Double SP2 Pulsebeam
3 - Double Radiator
4 - Plate
5 - Plate
6 - Plate

Jump Variant
1 - SF3 FlakCannon
2 - Double SP2 Pulsebeam
3 - Double Radiator
4 - Jet
5 - Intake
6 - Intake

When negotiations fail we can make success.

- Apex Solutions, Private MAC Manufacturer

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday 3 July 2024

Pilots & Commanders

With the core rules alone, MAC Attack focused entirely on the MAC, not the pilot.

Now I'm testing out a few options to make the pilot feel like more of a presence on the field.

Compared to Perks and Flaws, which generally represent the quirks of the MAC's engineering, I wanted these to feel like little tricks a pilot would pick up through experience, so they're more focused on the movement phase.

https://www.artstation.com/artwork/PyObB

PILOT TRICKS

Set a number of notable Pilots for each Force, assign them to MACs, and give each a Trick.

Bullrush: You may move an extra 3” as long as you collide with an enemy.

Cruise: If you end your Move Turn on 1 Heat, lose that Heat.

Decoy: At the end of your move you may turn the nearest visible enemy MAC to face you.

Hunker: When you Hold you may set your Motion to any number.

Hustle: You may move an extra 3” as long as you start and end the move in Cover.

Jink: You may move through enemy units without causing a Collision.

Outmanoeuvre: At the end of your move you may adjust the Motion score of any one MAC by one. The target must be visible to you and within 6”.

Stalk: If you end your Move Turn out of line of sight of all enemies you may move an extra 3” in any direction and set facing.

COMMAND DRILLS

In addition to a Pilot Trick a Commander selects one Drill. Each of these can only be used once per battle. It must be declared on the Commander’s turn and applies to all of your MACs for the entire of the next round even if the Commander dies.

BlitzFire: Rolls of 5 always hit.

DeathCharge: Double your Class for Collisions and Brawling.

LockOn: If TN would be 4 or less then -1TN.

NoScope: Long weapons have no minimum range.

OutFlank: All Move types allow an extra 3” of movement.

ROOKIE PILOTS

Inexperienced pilots can be noted as Rookies.

Rookie: Any time you roll a 6 that would benefit you, reroll it. Each die can only be rerolled once in this way.

If you score another 6 on a die rerolled this way then remove Rookie status from this pilot.

PILOT EJECTION

When a MAC is destroyed in the Meltdown Phase it may attempt a System Check to have the pilot safely eject. If they succeed, place their Pilot as an unarmed Infantry AU d6” in a random direction of their MAC. They cannot Brawl.

If they touch a friendly AU they may join with them, but they die if that unit is destroyed unless they roll a 4+ on one die.

If a MAC is destroyed outside of the Meltdown Phase or its Heat is 6 when it is destroyed then the pilot cannot eject safely and dies in the cockpit.

In Profit Mode a dead pilot represents a loss of 2pts but grants no profit to the enemy.

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.