Crew

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shai-hulud
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Crew

Post by shai-hulud » Wed Oct 08, 2008 5:49 pm

A mech without a crew is useless. Mechs depend on their crews for operation, and a crew depends on its mech for protection. Either without the other is vulnerable--a fact that many mech hunters seek to exploit.
Crew Protection
As a general rule, the crew of any recently built mech is well protected. Portholes lock securely. The crew windows are protected by reinforced steel mesh or visor-like slats that give the crew 9/10 cover. (This protection also limits the crew's visibility, so a stealthy opponent who makes it under the mech unseen can go undetected climbing the mech until he either makes a noise or passes a window.)

Older mechs (and your current mech) has much less protection. Essentially, you are all quite visible through various large viewports and the mech provides only partial cover from an attack directed at a specific crew member.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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shai-hulud
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Re: Crew

Post by shai-hulud » Wed Oct 08, 2008 5:53 pm

Insufficient Crew
Mech crew are considered to be multifunctional, so they can crew weapons even while tending the engines. The pilot is the only one who must have the ability to do something else while attacking. Otherwise, the full mech crew can be counted toward weapon use.

A mech with less crew than its full allotment will have problems operating. A mech always needs at least one crew member to pilot. If the pilot is able to fire weapons, he may. Elemental-powered, clockwork, and man-powered mechs then need at least half their total crew allotment simply to keep the engines running. This includes things such as turning the cranks on elemental-powered and man-powered ones, and checking the spring torque on clockwork mechs. Any less than half of the total crew and the engines shut down, stopping the whole mech in its tracks.

Once the engine stops, the crew can still fire weapons that don't depend on the engine, such as catapults or javelins, provided they have sufficient crew. Melee weapons usually require the engines to move the limbs they're mounted on, and mechanically powered weapons (such as bore punchers or steam cannons) obviously require the engine. These weapons cannot be fired without sufficient crew.

Crew members occupied in hand-to-hand combat do not count toward the mech's crew (see Boarding a Mech).
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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shai-hulud
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Re: Crew

Post by shai-hulud » Wed Oct 08, 2008 5:56 pm

Targeting the Crew
Exposed crew on a mech or those visible through cockpits are vulnerable to being picked off with ranged attacks or magic. This is resolved as follows.

Attackers within 100 feet can freely target anyone they see (although the targets may have partial cover).

Attackers more than 100 feet away may have difficulty distinguishing between the crew members they see, or even picking them out against the backdrop of the moving mech. They must make Spot checks to pick out particular crew members on the mech, as follows:

Target a specific visible crew member (pilot, steam cannon gunner, etc.) is a DC 15
Target a randomly determined visible crew member is a DC 10.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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