I've been working on a Savaging Warmachine. It's quite possibly the best miniatures game I've ever played and I thought it deserved a place to be savaged. The following rules are appropriate for both regular Savage Worlds and Showdown (though I didn't even try to calculate point costs). I tried to stay true to the spirit of the game.
This first part is just the basic rules. I'll post the converted
Warjacks from Prime in the next day or two.
Savage Warmachine
New Edges:
Arcane Background - Journeyman Warcaster
Reqs: Veteran
A journeyman warcaster only has the slightest control over his
warjacks. He is but learning how to harness his them with his focus.
A journeyman warcaster has 1 Focus Point to use. Also, the
journeyman warcasters's leadership edges can be used on warjacks.
Arcane Background – Warcaster
Reqs: Heroic, Journeyman Warcaster
A warcaster is someone who has truly mastered the fine art of
controlling Warjacks. A Warcaster's Focus Points increase to 5.
Greater Focus
Reqs: Legendary, Warcaster
The Warcaster's Focus Points increase to 8.
New Rule: Focus Points
Every Warcaster has a Focus Points he can use to impose his will upon
the warjacks under his command. Focus Points are allocated at the
start of each combat turn. Each Warjack with an active cortex may
receive as many as three Focus Points. Focus Points replenish at the
start of each turn.
Focus points can only be allocated to wajacks within 3 x (spirit die
type) inches of the Warcaster.
When a warjack that has been allocated Focus Points is active, the
Focus Points can be spent according to the table below. Note, Focus
Points that affect rolls must be spent before the roll. A warjacks
with a destroyed cortex cannot use or be allocated Focus Points.
Spend 1 Focus to make an additional attack with any weapon that isn't
destroyed. Ranged weapons are limited by ROF
Spend 1 Focus to Run or Charge
Spend 1 Focus to use a Power Attack
Spend 1 Focus to add the warcaster's wild die to an attack roll
Spend 1 Focus to add 1d6 to a damage roll.
New Action: Power Attacks
Power attacks are special and focused attacks that can cause some
serious damage. A Power Attack can only be used once a turn and is
the only action a warjack can take (this limit includes Focus Point
expenditure). Power Attacks cannot be modified by Focus Points.
New Monsterous Ability
Warjack: Warjacks are heavily armored constructs capable of dishing
out and taking a lot of damage. Since they are unloving warjacks gain
+2 to Vigor rolls to overcome being shaken but do not gain the
construct bonus against attacks as they are composed of some sensitive
equipment..
Warjacks are not particularly smart and thus will not run or charge
without the use of Focus Points. Warjacks never use combat maneuvers
unless it is listed in their description. Spells or effects that heal
wounds do not affect warjacks.
Warjacks are extras and are treated accordingly. The major difference
is that warjacks do not have wounds, they have a damage chart like
vehicles. For every wound that a warjack takes, roll on the following
chart to determine what happens:
System Damage Table - Roll 2d6
2 – Chips and scratches only. No appreciable damage
3 – Crippling Hit. Parry –1
4 – Leg Shot. Pace -2
5 – Cortex. This can take 2 hits before being destroyed
6-8 – Body Blow. –1 to all attack rolls. If the penalty reaches –5
the warjack is deactivated by body trauma
9-10 – Weapon Hit. Destroy one weapon (defender's choice)
11 – Arc Node Destroyed
12 – Critical Hit! Warjack is scrapped and deactivates.
Penalties incurred from multiple hits at the same location are
cumulative. If a roll results in a wound with a system that has
already been destroyed, re-roll the dice.
Arc Nodes: Arc Nodes are special receivers that some Warjacks are
equipped with. If a warjack with an arc node is within 3 x (spirit
die type) inches of the warcaster, he may choose to cast a spell using
the arc node as the source. This ability is lost if the arc node is
destroyed.