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Mythic 6.0 Work Continues: Compendiums and Vehicles

After announcing the release of Mythic 6.0 and all of its 6.0 expansions and splatbooks, work has continued.


ROLL20, FOUNDRY, AND COMPENDIUM WORK

There is work advancing both the Roll20 and Foundry character sheets and compendiums. Warhound's Roll20 sheet has a new version in the works, alongside his work on the compendium access that'll be used for both Roll20 and Foundry. Augment is also hard at work introducing a new vehicle sheet and updating everything needed to 6.0. They're doing great work so make sure to thank them.


NEW VEHICLE TABLES AND REBALANCE

On my end, I have a new vehicle visual overhaul in the works. I sent out a poll on discord asking what people liked better, the original vehicle sheet, or the new one I made for Frontier and Emergence Day. 

The poll ended 10 to 159, heavily in favor of the new table introduced from the new splatbooks. Now here is the one issue with this. There are a LOT of vehicles in Mythic. If you've played it or even just looked through the book, you'll know the amount of vehicles in Mythic is staggering. This has been taking some time and I'm on my 5th day of slowly porting everything through.

Luckily, there are two major benefits to this is me finally going through and moving everything over. The first major benefit is me going through and fixing mistakes. There were many issues with incorrect size points. (L+W+H)/6 = Size Points. Somehow dozens upon dozens of vehicles had incorrect size points.

The other benefit is me overhauling speeds, fixing stats, and getting cleaner, better dimensions and stats for vehicles. The biggest changes are air vehicles. I have MASSIVELY NERFED most air vehicle speeds to fall into one of 4 tiers of speed types. The fastest no longer go crazy 16,500 MpT movement speeds. These are down to a bit more manageable 2,500 MpT.

I know this is still pretty damn fast, but the silver lining is these speeds are universal for the types of vehicles that use them. GMs wont have as big of a headache using air vehicle combat.

Now, there are a couple minor benefits, as well. I've updated a couple more renders used to show what vehicles are. The second is that all of the tables are uniform in design. Some may show extra information, but all tables have the same sized image tables and show the needed information.

Oh right, and I added the second high-end Fortress-class vehicle in Mythic. As of 5.1x, vehicles have a hidden class that is used to stat vehicles. The following are the vehicle classes that help dictate the general balance. 

So far, only the Mammoth was the only true high-end Fortress-class vehicle. The Scarabs were on the lower end. But with the introduction of the Kraken Subjugator, Mythic now has two high-end Fortress monsters to contend with. And there will be one more joining it soon.


VEHICLE WEAPON CLARIFICATIONS

Some changes were made to better clarify and unify terms. Vehicle weapons have been updated to reflect the actual person who should be using the weapons. There are also updated rules in the vehicle rule section that clarify further who can use what, when.


WALKERS/MECHS

Another change to vehicles that aren't universal is the change to how the system handles mechs/walkers. Most of the rules have been ported over and reworked where needed from Frontier. This allows mech combat to feel much more unique compared to normal vehicles. Alongside this, mechs now have more options in gameplay and the building-blocks for information detailing having a built-in AI to control a walker. 

Walkers get Jump and Leap movement options, an Unarmed Punch and Stomp attack, Strength and Agility Characteristics with Mythic, and a full set of rules for everything to work together.

There are a full set of new rules detailing walker interactions, including allowing a Mgalekgolo to still attempt to oppose a Walker's strength. Though there are drawbacks. For every size category larger a mech is over another mech (or mgalekgolo), they get a +10 Bonus.

In general, having a walker will be a unique experience. Especially after realizing I goofed in figuring their characteristics originally, making most walkers faster than a lot of vehicles when running. This has been fixed.


Also Scarabs can run.


Thanks everyone for your support and feedback. The money from the patreon has been a major help in letting me keep going safely and still attend Combo Breaker, which I had paid for back before my injury. As I'm healing up and going through physical therapy, I've also been hard at work on Mythic over the last SIX MONTHS. Crazy how it's already 6 months after my injury, huh.


More updates to come, but for now I just wanted to discuss all of the vehicle and compendium/character sheet work.


And a quick lil bit of info for those who read through the entire thing, a new cover is in the works. The previous "new cover" for Mythic 6.0 was not met with kind words from many and the polls showed how unpopular it was as a choice for the next cover.


So, I bit the bullet (and a chunk of my wallet) and commissioned a SECOND cover to be made. Just know that these are not cheap and the previous did take over a month of patron support to fund. This new one will do the same, but I want to make sure that the cover is something people like and can relate to as a Halo fan. So I'll be back with more information on the new 6.0 cover, soon.


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