CAPITULO III III.1. CÓMO TRABAJA EL GERENTE DE HOY
COMENTARIOS ADICIONALES :
IV.4. SISTEMATIZACIÓN DE LAS ENCUESTAS SOBRE LAS COMPETENCIAS QUE REQUIERE UN GERENTE GLOBAL
5. Basado en la experiencia que posee, ¿cuál cree que son los errores más comunes en un Gerente global?
The Core is what holds the Mecha’s critical systems, such as the very Pilot riding it. Generally the Core is a cockpit with jets installed, but the smaller Mecha have a suit of powered armor instead.
Cores are somewhat well-protected and have access to the most fundamental of the Mecha’s Upgrades, but it is recommended for the Pilot inside to retreat on the double at the time of Ejection.
The ejected Core still has Attributes, but they are all halved. It has no Threshold and no Weapons other than the default ones to every Mecha. Damage dealt to the Core is also dealt to the Pilot.
A Pilot may choose to Eject at any time before their Action during their Turn, placing themselves 1 Zone away from their Mecha’s location. A Mecha without a Pilot can still operate with its most basic AI, keeping half of its original Attributes, but is automatically disabled the moment it takes a single point of Damage.
Grunt Mecha always fail to eject and their Pilots explode violently with their robots. In the case of a Pilotless Mecha such as an AI Unit or a giant monster there is no Core and they are completely destroyed.
The only way to spare AIs and Monsters would be with the Suppress Action, in which case the creature (or robot) is incapacitated and will not be a threat any further unless somehow repaired or healed.
So what, exactly, does it mean that an area is “Maimed”? The gist of it is that the Area has been damaged in such a way that anything installed there can no longer be used – This does not actually represent the limb being chopped off, at least not by default.
The idea is that anything installed on the Legs can be rendered nonfunctional, but does not make the Mecha topple over and remain an useless piece of scrap metal for the rest of the Operation. If it did that, every battle would devolve into shooting each other's feet and that would get old fast, in the same fashion the Torso can be crippled without the entire thing blowing up automatically.
With that said, you can go with the loss of entire limbs if it works for you -- Gears powered by Gygravagnite can hover in the air for short periods of time when they lose their legs, so that option is fine if you go with the game world in Chapter 6. This description is usually up to the person who makes the choice of which Area to lose, but taking into account any previ- ous descriptions from the other Player. You tried to parry a blade and it cut off your Mecha’s fingers, you tried to jump out of the way of an explosion and it caught your legs, you ducked under the giant energy beam but weren’t fast enough to save the head. Some descriptions will be more obvious than others, be creative.
When you lose one of your Areas you will want to sacrifice one that will not be of much use for the rest of the fight, and when you Maim an opponent you should go for the most threatening or important Area. The narration will often make this obvious, like when your opponent shoots lasers from their eyes or tries to crush you with a giant claw. In cases where it is not so evident, you can either guess or use some of the character abilities that let you peek at the enemy rules.
These aren’t the only kinds of Terrain you can use, indeed there are as many with an amount of special qualities as large as your imagination allows. A particular battle could take place very deep underwater, where everyone suffers more Damage from pressure the further they advance, or Beam Weapons suffer a Disadvantage, all this in addition to the rules for Difficult Terrain.
Maybe you want to have an aerial battle instead, Units would need Anti-Gravity activated or to stay within their (presumably) flying Base Unit through all of it. It is up to the GM how complex they want to get. Just make sure it is clear how they interact with Anti-Gravity or Terrain-based Features and if Systems or Speed Tests can do anything to mitigate any impairing factors.
Particular mention deserve 3D environments such as underwater and space that can get really bothersome to manage both for Players and GM, particularly if you use maps instead of the abstract Zone method since 2D maps obviously don’t handle elevation or depth well.
To help with this, you should define an arbitrary height as the ‘ground’ level, and Units positioned above or below relative to that altitude should have a 1d10 next to them to set how many Zones away they are from it. You can even use dice of different colors to help mark those who are higher or lower than the ground level.
Units that are directly above or below another can be trick- ier, you can squeeze whatever you are using as a token in the same spot easy enough, but, when multiple Units start to do that, things can get messy fast, so for the sake of sim- plicity try not to let it get that far.
Likewise, you could make it so that Anti-Gravity and their ilk enable an Unit to move upwards, instead of using the abstracted rules for bypassing defensive formations and the disregarding of ground-level terrain.
If you choose to use 3d movement as part of your Terrain in areas like space or underwater, you should likewise allow it to let you ignore enemy defensive formations in the same way Anti-Gravity does.
The abstract method is presented as the default because it is faster to play with and most Units really have no use for being higher than a single Zone away from the battlefield. Should an Unit fall back down to ground level from high up in the sky, they suffer 1 Damage per Zone they were above ground level beyond the first.
A fair warning: Crying for ‘realism’ as an excuse to snipe from way up in the sky is simply bad form. Don’t do that.
Terrain
Operations must take place somewhere, and every locale is different: from flat featureless plains to floors made of lava. Being able to take advantage of the Terrain can change the outcome of a battle before anyone even realizes how important it is, so make sure that you know where it is you are going to be deployed and how it affects your Unit. There are five default types of Terrain, and through modify- ing and combining them, more can be made.
Plain
The most basic and simple kind of battlefield. Plain Terrain ranges from everyday meadows and outer space to outright Boss Platforms™ . It is best described by its own lack of benefits or hindrances. Plain Terrain has no special rules.
Difficult
Rocky and uneven hills, deserts that clog your Mecha’s joints with sand and strong currents that leave your giant robot waist deep in water. These are all good examples of Difficult Terrain, known for how much it complicates the lives of those trying to cross it. Units Halve their Speed while they are within Difficult Terrain.
Defensive
Defensive Terrain is distinguished by having a lot of cover for Units, making it comparable to the Mecha equivalent of war trenches. Examples of Defensive Terrain are most urban settings, deep jungles, and asteroid fields. Defensive Terrain adds the entirety of the Test result to Defense when using the Maneuver Action. If you shield an Ally
who is not in Defensive Terrain themselves, they will not gain its benefits.
Extreme
Extreme Terrain covers a variety of hazardous environs that are deadly to both people and giant robots. Examples of Extreme Terrain include magnetics storm and erupting volcanoes. An Unit that begins or ends a Turn within Extreme Terrain must roll a Mixed Systems and Speed Test against a DN of 10. Should they fail the Test, they then take the amount they failed it by as Damage. If they
begin and end a Turn within Extreme Terrain, each instance threatens them separately.
Impassable
The fifth basic type of Terrain represents things like sky- scrapers or asteroids, things that you can use as cover but sometimes are also in the way. You may not move or shoot through Zones of Impassable Terrain. Most bat-