Giant Mech Suits
You too, can pilot a giant mech suit in your tabletop games!
(Assuming, of course, that you aren't already playing Girl Frame, Lancer, Armour Astir, or any other wonderful game that actually has rules for mech suits.)
I've successfully incorporated giant mech vs. kaiju fights into my tabletop games more than once without having played a game specifically for mech fights. Maybe you want to do the same? In this post, we'll look at some key concepts for what might make a mech fun to pilot, what makes kaijus fun to fight, and some system agnostic guidance for running a giant mech.
My ideas are inspired heavily by Gurren Lagann, Evangelion, Transformers, Power Rangers, Darling in the Franxx, and most recently, that one episode of Dandadan.
The Core Premise
We want our party of adventurers, heroes, fools to join together to pilot a single big mech. That means:
- There is a kaiju to fight (a really big monster).
- Everybody in the party needs a spot in the mech.
- Mechs are really strong but also very brittle.
- It should be simple for party members to exit and enter the mech if they want to use a magic item or character feature.
- It should be simple to grasp what a mech can do, we should tailor its abilities to expectations and focus on simplification, not complication.
- The party probably won't use the mech very often, but if they do there should be lasting consequences.
- One really big attack, many small attacks, or a couple strong attacks make for fun combat decisions.
In my experience designing mech fights, what really matters most to my players is some meaningful (and probably tactical) decision making once they get in the suit. The battlefield becomes a lot bigger and their powers grow exponentially by joining together to defeat a major villain.
If you're like me, and you're not using a system that was designed for mech fights, then you also want to keep everything simple. Stats should be easy to work with, and the rules shouldn't be much (if at all) different from the core rules of your game.
Build-A-Mech
Both mechs and kaijus follow the same rules and creation process, though I encourage you to make the kaiju just a little stronger than the mech, and make them even simpler for you to run.
Each bullet point is directed to solve one of the sections of the core premise.
- They probably have at least two arms, two legs, and one head. Each of these has a piloting center that a PC can occupy.
- While piloting an appendage, a PC can take specific mech actions.
- Arms. Good at grabbing things. Weak melee and ranged attacks.
- Legs. Strong melee attacks. Moving becomes risky after making a leg attack.
- Head. Strong ranged attack. Usually enemies can enter through here.
- You might include additional appendages:
- Heart. Heals the mech's appendages. Summons protective barriers.
- Wings. Allows the mech to fly.
- Tail. Good at grabbing things. Spin for a weak area of effect attack.
- While piloting an appendage, a PC can take specific mech actions.
- They should have a way to make a really big attack (i.e., super laser beam, fire breath, buster blade, universal drill).
- Spend time charging up instead of attacking with an appendage to empower the next attack (double damage).
- Store damage to empower the next attack.
- Work together as a team, have a heart-to-heart chat, surrender yourself to the machine and empower the next attack.
- Sacrifice the magic from a magic item to empower the next attack.
- Mech appendages are all vulnerable to the kaiju's attacks and maybe some really big weapons used by smaller creatures.
- Arms and Legs can take low damage.
- The Head can take high damage.
- Destroyed appendages are useless.
- If the mech takes significant damage to the Head, or Torso (if using), the pilots must work together to keep the mech from collapsing.
- On their turn, a player can pilot their section of the mech, or exit onto a small balcony outside their piloting center.
- Spending too much time piloting a mech risks corruption of the mind.
Final Thoughts
Short(ish) post about giant mech suits and what it takes to make them for your roleplaying system of choice! I've used mechs several times in D&D and they worked very well. If you have any actual miniatures, transformers, Gundam, or even a bunch of soda cans, you can even display your giant mech suit on a battlemap!
You could also just play a game that has its own rules for mech suits: lots of mecha ttrpgs on itch.
Things on my radar:
- This summer I'm running four (4) weekly games. The fourth one starts this week. We're playing UVG, Shadowdark (x2), and D&D 2024. It's a bit hectic, but I've done this before.
- Projects are making good progress!
- You can expect a new adventure for D&D this month!
- A large adventure is probably coming at the end of the summer. Right now it's being playtested by one of my weekly groups.
- A small video game similar to my first one, Lona's Fountain, coming later this summer. Learning Unity and finding inspiration. The graphics will be better.