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Escuela Nacional de Medicina del Trabajo

In document Resumen ejecutivo de la memoria 2013 (página 66-71)

The entire point of having Mecha is that trying to match them in power without one of your own is a futile effort.

But for the sake of verisimilitude, many will want to have a way to try anyway, and though they operate under similar rules, there are fundamental differences between Pilots and Mecha that make the issue of a direct translation of statis-tics for one to attack the other an uphill battle.

This is on purpose, as having rules that make such a transition simple would encourage Players to try and take on them with their Skills instead of their Weapons.

Units trying to shoot hapless bystanders have it easy, they make an Offensive Action at an Advantage, then compare their Accuracy to the Defense of the poor sap they're going to squish, adding Penetration on top of the result to obtain the final Damage taken,.

The GM is encouraged to say that trying to fight back is simply futile - the characters should try to run away from the giant robots, not try to punch them to death - but in the rare case that allowing the PCs a way to fight back is not an entirely terrible idea there are two ways for the GM to have PCs oppose Units, the easy way is to give them Mecha Stats, the hard way is just to try and attack them.

The easy way is not actually readily available to PCs, while it is true that there are characters who can take on Mecha by themselves in the genre, these characters are special cases and presenting rules to allow anyone to do so would ruin the entire point of the character being unique in the first place.

The hard way is paradoxically simpler to execute but not very effective. It consists of making an Offensive Test at a Disadvantage, and since there is no Penetration equivalent for Pilots, half of the excess from bypassing Evasion will have to be compared against Armor to get the final Damage dealt. Deathblows may not be used against Mecha. They just have no effect.

In essence this is not too different from the regular attack method, it is just harder by one step and a half...

And very likely to need Tension bonuses to get anywhere against all but the weakest of giant robots.

Flushing a giant inhuman organism into space against its will is hard work. Motivating it to exit the station under its own steam is hard work, and requires an understanding of the Cryptid mentality that is typically unavailable to Clarke agents. However, in the rare event that some manner of reli-able fixation the demon has can be discovered, this should be leveraged as much as possible. Getting the beast into the relatively safe engagement area of space is far less difficult than the alterna-tive; shipboard combat is cramped, with the Cryptid having a stealth advantage, and whilst maps of the station are available to Clarke personnel, Cryptids will be more intuitively familiar with their home ground. There is also the obvious danger of gratuitous civilian casualties, and damage to the densely packed devices necessary for functions, or even structural integrity of the station.

Cryptids have a high capacity to resist being involuntarily flushed into space. They usually have rough, jagged outer surfaces, allowing them to keep good traction against the hull in zero gravity.

Furthermore, by the time the Clarke foundation becomes aware of them they generally have the coordi-nation necessary to actively grab at the hull during a breach scenario, though it is certainly true that ‘new’ Cryptids often do not possess this reflex. Cryptids also prefer to be surrounded by mat-ter. The void of space is an environment that most Cryptids will choose to avoid if given a choice, as it is the absence of the patterns and matter their existence feeds upon.

As such, the only way to eject Cryptids from the station is to do so suddenly and violently. Any part of the stations actually designed to function as an airlock is simply not adequate as an exit point, at least if it is performing under normal parameters. Luring one into an airlock can be ac-ceptable if the airlock has had its safety features disabled somehow, though even then, airlocks provide a number of grab points, so the creature will need to be provided with weaponised encourage-ment to leave the lock along with the flow of air. A rule of thumb that Clarke personnel should keep in well in mind, is that if an unsuited human is capable of saving themselves from the hull breach, so can the Cryptid. Heroic actions during this stage of a hunt can only be considered martyrdom at best.

And so we come to the next option: Destructive breach of station environments. This is by far the most effective means of expelling Cryptids from the station, however it must be used sparingly, as it is likely to cause severe and, if used without consideration, outright irreparable damage to the station. In the hands of a reckless agent it is no better than conducting the battle onboard the station. A destructive breach is most effective against those objectives who demonstrate extremely high or extremely low mobility... Or high intelligence. Charges, or any other manner of weapon, per-haps even external fire from Clarke Gears, can be used to breach an area known to have a high activ-ity rate when the target is confirmed to be within it, expelling it along with any crew in the area.

Areas with windows are ideal as they are typically equipped with blast shutters which can prevent full depressurisation of the compartment following success. Civilian casualties will fortunately act as “false” grab points when the Cryptid attempts to prevent its expulsion, tying up its limbs and preventing it from reaching sturdier items. Whilst the Clarke foundation would prefer that you do not inflict any civilian casualties at all, a guarantee of mission success is of equivalent value to tens, and in some circumstances even hundreds or thousands of human lives.

A less damaging but arguably more disruptive version of the destructive breach is the module ejec-tion. Whilst a significant portion of the stations were built on site, the discrete prefabricated modules that provided a base for the rest to be built upon still exist, and can be separated in a controlled fashion from the station. To do so will require cooperation from the relevant sta-tion control, and as such agents should only expect an approval rate of around 1.8% for Stasta-tions I and II. By separating the module containing the Cryptid, the entire module can be opened to space, either removing the objective, or creating a suitable entry point for Gears by doing so in a con-trolled fashion. This will still annihilate any crew or plant life on board, and cause damage to lower value systems, however the module shell and its associated core systems will remain intact.

In all the above 3 methods, agents will be required to motivate the Cryptid to reach the intended point of exit. The agents should engage in a running battle with the Cryptids from the first point of contact, however fighting well under maximum strength will usually be necessary. Cryptids, de-spite their powerful nature can still be discouraged by force of arms, and won’t pursue prey they have no expectation of being able to apprehend. Ultimately some risk to at least one agent will be required in the luring process in order to create a realistic scenario, even if Cryptid mental states are significantly removed from the human. For the sake of maintaining the social and mental integrity of the cell, Clarke agents should ideally rotate this duty, barring obvious disabilities.

In document Resumen ejecutivo de la memoria 2013 (página 66-71)