A friend recently gave me a number of spare Heroscape miniatures, most of which will get re-purposed in one way or another. The RPG side of Space 1889 features mechanical men as an item of technology that can be developed using the science rules. Sadly, they do not appear in the Soldier's Companion, so I developed some draft rules to use them on the battlefield.
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Mechanical Men |
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Mechanical Men - Flyers |
Mechanical Men for Space 1889 Soldier's Companion
Mechanical Men are un-piloted autonomous mechanical devices of varying sizes and configurations - including some decidedly un-manlike. They come in three sizes small, medium and large plus flyers. This isn't canon, but allows a range of after market figures to be used. I thought about going larger to represent mecha style big stompy robots but I think a variation on the tripod rules would better suit that concept.
Small
Small mechanical men are roughly the size of an average dog and weight several hundred pounds.
They receive a defensive +3 modifier to hit in fire combat to represent their light armour.
They move 12" per turn.
They are equipped with small arms or a machine gun and an effective close combat weapon.
Medium
Medium mechanical men are roughly human sized and weigh around 1000 pounds.
They receive a defensive +4 modifier to hit to reflect their moderate armour.
They move 9" per turn.
They are armed with any small arms, a machine gun or any artillery piece with a weight of less than 5 tons on the conveyance table. They are also equipped with a close combat weapon.
Flyers
Flying mechanical men are winged devices of small or medium size only.
They receive the +1 flying bonus when airborne but have no armour.
They move 6" on the ground and 12" when airborne.
They are equipped with a carbine or smaller ranged weapon and a close combat weapon.
For my thoughts on flying in
Soldier's Companion see:
Space 1889 Soldier's Companion High Martian draft house rules
Large
Large mechanical men are gorilla sized and weigh around 2200 pounds.
They receive a defensive modifier of +5 modifier to hit to reflect their heavy armour.
They move 6" per turn.
They are armed with any small arms, a machine gun or any artillery piece with a weight of less than 10 tons on the conveyance table. They are also equipped with a close combat weapon.
Orders
These rules are a direct crib from the old Striker rules for Traveller. Mechanical men must be given orders - preferably written down and interpreted by the referee.
There are three parts to any order all of which are optional:
Movement
The movement order must specify a location or a direction and speed. "Move at full speed toward the Top of hill one and stop." It can also be a distance or position relative to another unit. "Stay in line with the Second Fusiliers 6" from their left flank."
Fire
Fire orders must specify an enemy or range. "Fire at any enemy cavalry unit within 12 inches" or supporting fire "Fire at any enemy charging the Second Fusiliers"
Rally
Rally orders specify a fall back location and may contain a simple conditional statement. "If unit casualties are over 50%, fall back behind the farmhouse."
Ad Hoc Orders
Ad hoc orders are issued by an authorized sentient being - typically a human commander. Because they are not fully programmed before the battle, these ad hoc orders can only have one of the three components. "Move to hill two." To fire on the way, the unit must be given an order to stop in one turn, then an order to fire on the next and finally a new order to continue to move toward hill two.
Fire Combat
Fire combat is conducted as normal though using the modifiers above. It may be desirable for mechanical men armed with more than small arms to have a limited number of shots per game to reflect that they are not conveyances with normal ammunition stowage capacity. This is at the discretion of the players or referee.
Melee Combat
Ground based mechanical men are slow but very strong. Opponents receive +1 in Melee Combat when facing mechanical men to reflect this slowness. However, on a higher score that is not double, mechanical men kill opponents rather than force them back. If mentioned in their orders or specifically ordered to, mechanical will fight to wound. Casualties are then assessed at the fire combat rate of 2/3 wounded, 1/3 killed. This behaviour is often used in crowd control situations.
Flyers kill or drive back opponents as normal in close combat. They are also considered weak opponents.
Morale
Mechanical men do not suffer from or benefit from morale effects and no morale checks need be made. They will carry out their orders until destroyed or told to stand down.