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| #1nix4Jul 29, 2008 11:04:02 | Some of you may remember the Guardians of Order d20 Mecha SRD. Since they dissapeared from the scene, their SRD has become difficult to find. The PDF is also difficult to read. I've spent some time reconditioning their material for this community. For those of you who liked those rules they are presented here in a more legible and colorful format. I have made some effort to change the language to US-English instead of UK-English. This material is all done in Docbook XML and XSLT/XSL-FO so its easy to modify. Constructive feedback is welcome! Both the original and updated Mecha SRD is available here for download. http://sites.google.com/site/d20futurecampaign/Home/files |
| #2nix4Aug 22, 2008 8:01:47 | ![]() |
| #3tema69Aug 22, 2008 9:00:16 | How difficult is it for US englishspeaking people to understand UK english? (note: this is not a rethorical or arrogant question) Because I'm Danish, and I have no problem with English or American. As for the d20 Mecha SRD, I have some 'build personal armour' rules for it, as well as a list of 'personal weapons qualities and restrictions'... I could post 'em if you're interested. |
| #4nix4Aug 22, 2008 9:29:32 | Its not, but I was attempting to make the old material consistant with the language and tone of my current library. Therefore I converted the language over. Stuff like colour vs color, The use of tonne vs ton, etc. Additional information is always welcome and it sounds interesting! I have yet to proof the Mecha d20 SRD, but nobody has given any corrections as of yet so I assume its ok. |
| #5tema69Aug 22, 2008 10:18:37 | Creating Personal Armour with d20 Mecha SRD: With these rules, any normal armour can be made fairly easily, but if you want to create something more exotic, such as a powered exoskeleton, I suggest you look at the rules in the d20 Mecha SRD for additional ideas and guidelines. Type: Suit. Armours are considered Tactical if they grant more than DR 3, and Concealable if granting DR 3 or below. Increasing a Concealable (DR 3 or less) armour to Tactical grants 5 MP. Making a Tactical armour Concealable costs an amount equal to twice the DR. Size: Same as intended wearer. Occupants: 1 Operator (wearer) – costs 10 MP. Weight: The weight of the armour is equal to 2+the Damage Reduction in lb.. For every 1 lb. above that weight, the armour costs 1 MP less, and for every 1 lb. below that weight, the armour costs 1 MP more. If it weighs above 13 lb., the armour is considered Medium. If it weighs above 23 lb., it is considered Heavy. Armour: The intended Damage Reduction. Location: Automatically covers Chest, Stomach and Lower Abdomen. Each additional location costs 5 MP. Speed: 25 ft. gives 5 MP, 20 ft. gives 10 MP, 15 ft. gives 20 MP, ‘Can’t run’ gives 20 MP. MaxDex: Starts at +10, is reduced by the number of Damage Reduction. It costs 5 MP to increase the mDex by 1 beyond it’s normal value and gives 5 MP to reduce the mDex by 1. Armour Check Penalty: Armour Check Penalty is equal to the Damage Reduction of the suit. Reducing the ACP costs 5 MP per ACP. Increasing it gives 5 MP per ACP. Inserts: Armours have room for 1 insert. Increasing that number will cost 5 MP per additional room for insert, and reducing it to 0 gives 5 MP. Granting a specific insert, but no allowing it to be removed again does not changes anything, but the insert is then automatically included in the price. Price: Purchase Difficulty Check: (Square root of Mecha Points) + 9 + 5 (Military) + 10 (Experimental). Qualities: Load-Bearing: the armour has pouches to hold gear and distributes the worn weight. It provides a +1 equipment bonus to Strength to determine carrying capacity. This does not stack with Mesh Vests. It can be taken multiple times, to a maximum of 5 times. Cost: 3 MP Warm: the armour provides good insulation against cold environments and thus counts as heavy armour or clothing in cold enviromnents. This can only be taken by Light or Medium armour. Cost: 5 MP Restrictions: Limited Vision: the helmet restricts the visibility of the wearer and thus grants a –1 penalty to Perception checks. It can be taken multiple times but only if the armour covers the head. Cost: -5 MP Hot: the armour is uncomfortable to wear in warm environments, but not warm enough to help in cold weather. It counts as heavy armour or clothing in warm environments. This can only be taken by Light or Medium armour. Cost: -5 MP Notes: We use Armour as Damage Reduction, Hit Location, and Inserts, so feel free to ignore and adapt. |
| #6tema69Aug 22, 2008 10:20:51 | (Quality) Low Recoil -Reduces penalties for multiple shot attacks (Burst Fire, Autofire, Double Tap) by 1. If you are using CyberDave's Recoil rules, then apply this quality to the recoil penalty of the weapon. Example: Johnson M1941 rifle, Kriss Super Vector, weapons with compensators, weapons with front grip attached. Note: Front grips only reduced recoil when they are used. If the weapon is fired one-handed, the front grip does not help, and it might actually increase the penalties to hit, as it adds more weight to the weapon. (Quality) High Rate of Fire -Increases the Reflex DC of any automatic fire attacks made with the weapon by 5. Note: This quality can be taken multiple times, each time increasing the weapon’s RoF by 600-900 RpM. As a general rule of thumbs, use the following table for reference: 400-800 RpM: Standard – no increase/decrease. 900-1200 RpM: High RoF x1 – DC increased by 5. 1300-1900 RpM: High RoF x2 – DC increased by 10. 2000-2900 RpM: High RoF x3 – DC increased by 15. 3000-3900 RpM: High RoF x4 – DC increased by 20. Etc… Example: MG34 (RoF: 900 RpM – 1xHigh RoF), MG42 (RoF: 1200-1500 RpM – 2xHigh RoF), Minigun (RoF: 4000 RpM – 5xHigh RoF), etc… (Quality) Small -Reduces the weapon size from Medium to Small. May be used twice for Tiny weapons. May only be applied to weapons with the Handheld Quality. Note: This is used to find the adequate size for the weapon. A weapon without the Small quality or the Large restriction is Medium. (Quality) High Penetration -Weapon ignores two points of Hardness when attacking. If you are using the Armour as Damage Reduction rules, then this also apply to Damage Reduction granted by armour. If you are using CyberDave’s Penetration rules, the weapon’s Penetration Value is increased by 2. Example: P90, FiveseveN. (Quality) Reliable -Weapon is much more reliable than others. For details, see the Unreliability and Fumble tables. Example: MG42, revolvers, etc… (Quality) Cheap -Weapon is cheaper to manufacture than it normally should (compared to similar weapons), but it does not impact the quality of the weapon. The Cheap quality does not count as a quality, and decreases the PDC of the weapon by 1. Note: Only a GM can grant this quality – it cannot be selected when creating a weapon from scratch. Example: The StG.45 compared to the StG.44. (Quality) Lightweight -Weapon has been manufactured with lighter alloys and thus weighs 30% to 50% less. Example: ??? (Quality) Mastercrafted - Attacks with this weapon add a +1 equipment bonus to attacks. Example: Very well-made weapons, such as Glocks. (Quality) Knockdown -Attacks with this weapon trigger a Fortitude save equal to the damage dealt. Failure results in a knockdown for the target. Knockdown counts as two qualities. Example: Shotguns not firing slug ammunition. (Quality) Defensive -This weapon is built so that it easier parries or deflects incoming attacks. Taking this quality grants +2 to Parry rolls. Example: Shields, sabres and rapiers. (Quality) Accurate -Weapon gains an additional +2 to hit when used in conjunction with Dead Aim or any similar feat or ability. Note: A weapon with the Accurate quality cannot have the Inaccurate restriction. Example: Most weapons built or modified to be used by snipers or designated marksmen. (Quality) Improved Trigger -A custom fitted trigger shoe that reduces the Double Tap attack Penalty from -2 to -1. Example: Custom made weapon trigger. (Quality) Off Hand weapon -Grips and trigger arrangement are designed for the off hand. This quality reduces the Off-hand penalty for the off hand weapon by 1 point. If used in the primary hand, it imposes an increased penalty by 1 point. Example: Custom made grip/trigger. (Quality) Close Quarters -Weapon gains +1 Damage on an adjacent opponent. Example: Shotguns not firing slug ammunition. (Quality) Carbine -Weapon is short for its size, and can therefore be fired at adjacent targets without the -4 to hit (for Carbine Large weapons) or with a -4 to hit (for Carbine Huge weapons). Carbine weapons count as one size smaller when it comes to Class Features or Feats that require a Medium weapons (such as the Gunslinger's Close Combat Shot or the Reactive Shooter feat). Range and weight are decreased by 10%. Also, when firing a Carbine weapon as if it is one size category smaller, the penalties due to weight are reduced by 1 due to it’s more balanced nature. Example: M4, Sig Commando, MP5, etc... (Quality) Blast [modified from d20 Mecha SRD] -Weapon is explosive, and deals only full damage to the impact point/target. For every square away from the target, reduce the damage by 1 die. The DC to halve the damage is DC 11+the appropriate number of damage dice. If the attack succesfully hits the target, he/she/it does not get to make a save. Example: Grenades, Bazookas, etc... (Quality) Easily Concealable -Due to simple size or compact design, the weapon grants a +2 bonus to concealment. Note: A weapon with the Easily Concealable quality cannot have the Unconcealable restriction. Example: P90, Glock 26, some Carbines (often with folding stock) such as the Sig Commando, etc... (Restriction) Low Rate of Fire -Automatic weapons only. Decreases the Reflex DC of any automatic fire attack made with the weapon by 5 due to an extremely low RoF. As a general rule of thumb, this restriction only applies to automatic weapons with a RoF of 300 RpM or lower. Example: AA-12 Assault Shotgun. (Restriction) High Ammo Consumption -Automatic weapons only. Increases the amount of ammunition expended by an attack by 50%. Note: This quality can be taken multiple times, each time increasing the ammo consumption by 50%. As a general rule of thumbs, use the following table for reference: 400-800 RpM: Standard – no increase. 900-1200 RpM: High Ammo Consumption x1 – 50% more ammo used. 1300-1900 RpM: High Ammo Consumption x2 – 100% more ammo used. 2000-2900 RpM: High Ammo Consumption x3 – 150% more ammo used. 3000-3900 RpM: High Ammo Consumption x4 – 200% more ammo used. Etc… Example: Many machineguns and miniguns as well as some submachineguns (e.g. MicroUzi, MG42, etc…) (Restriction) Expensive -Weapon is more expensive to manufacture than it normally should (compared to similar weapons), but it does not impact the quality of the weapon. The Expensive restriction does not count as a restriction, and increases the PDC of the weapon by 1. Note: Only a GM can grant this restriction – it cannot be selected when creating a weapon from scratch. Example: ??? (Restriction) Slow Reload -Weapon takes a full round action as opposed to a move actions to reload. This restriction can be taken multiple times, each time adding a full-round action to the reload time. Example: Belt-fed weapons such as a M1919 .30 cal Machinegun or a M2 Browning .50 cal Machinegun. (Restriction) Unbalanced -Weapons takes a –1 Penalty to hit for being weighted poorly. Example: M1918 BAR. (Restriction) Low Penetration -Weapon deals two points less damage when attacking a target with Hardness. If you are using the Armour as Damage Reduction rules, then this also apply to Damage Reduction granted by armour. If you are using CyberDave’s Penetration rules, the weapon’s Penetration Value is decreased by 2. Example: Shotguns not firing slug ammunition. (Restriction) Large -Increases the weapon size to Large. May be added multiple size for higher size categories. May only be applied to weapons with the Handheld Quality. Note: This is used to find the adequate size for the weapon. A weapon without the Small quality or the Large restriction is Medium. (Restriction) Heavy -This weapon weighs more than necessary for a weapon of it's size. While carrying this weapon actively (as in, ready to shoot next round), the character's speed is reduced by 5 ft. The base weapon's weight is doubled. Example: Most heavy machineguns, such as the M2 Browning .50 cal. (Restriction) High Recoil -Increases penalties for multiple shot attacks (Burst Fire, Autofire, Double Tap) by 1. If you are using CyberDave's Recoil rules, then apply this restriction to the recoil penalty of the weapon. Note: A weapon with the High Recoil restriction can receive the Low Recoil quality, representing a compensator or a front grip. See the Low Recoil quality. Example: Original Thompson submachineguns, shotguns. (Restriction) Inaccurate -Weapon cannot be used with the Dead Aim feat or any other similar ability. Note: A weapon with the Inaccurate restriction cannot have the Accurate quality. Example: Shotguns not firing slug ammunition. (Restriction) Cumbersome -Weapon is too large or awkward to stow (in a backpack, in a sling, etc.) and must always occupy the hands of the person wielding it. Example: Many Huge or larger weapons not disassembled, such as the Browning M2 .50 cal (which can be dissassembled into two pieces). (Restriction) Unconcealable -Due to a larger size compared to its size brethren, the weapon takes a -2 penalty to concealment. Note: A weapon with the Unconcealable restriction cannot have the Easily Concealable quality. Example: Any weapon with an external silencer attached, weapons with extended magazines, etc... Note: Not all of these are mine, and some have been posted here before. |
| #7nix4Aug 22, 2008 10:36:21 | Okay so that is an attempt to scale down mecha d20 SRD rules to medium scale (human scale)? I haven't looked at the SRD from that angle yet, but looks a bit cumbersome. There is already an excellent set of rules for Power Armor that covers micro-exist and exo-skeleton armor suits. Called the black box. http://sites.google.com/site/d20futurecampaign/Home/files Or am I missing the point and this is something different? |
| #8tema69Aug 22, 2008 10:58:48 | I'm not talking Power Armour. I'm talking rules for creating Personal Armour. Like Kevlar Vests, Flak Jackets, etc... Since the d20 Mecha rules are plain awesome, and can be used to create pretty much anything, I thought that it would be somewhat necessary to have rules for Armour Check Penalty and Max Dex, etc... |
| #9nix4Aug 22, 2008 11:29:37 | And that would differ from the rules I have for personnel armor? http://sites.google.com/site/d20futurecampaign/new-d20-rules/advanced-personal-armor I'm just trying to understand what these rules you posted are applying to. So you are using the flexibility of the mecha d20 armor system and putting on armor for people to wear? |
| #10tema69Aug 22, 2008 11:56:16 | ---Argh, stupid Gleemax deleted my reply when I tried to post!--- My rules do differ from yours. My rules allow for a greater customization of personal armour. First, it's not restricted to Future settings. Second, it's designed to be compatible with the d20 Mecha SRD - which your rules aren't. I designed these rules after a discussion on these boards where we agreed that the d20 Mecha SRD rules needed stuff like ACP, MDex, Weight, etc... to represent non-mecha/powered armour. Indeed, my ruleset is supposed to use the flexibility of the d20 Mecha SRD creating-system to create armour that isn't powered, or to spice powered armour up. I'm using these rules to create early-stage kevlar vests, and Vietnam-War-era Flak Jackets, etc..., which your rules can't be used to. Please keep in mind that I'm not critisizing your rules, I was one of the first to applaud them when you posted them here. |
| #11nix4Aug 22, 2008 12:32:38 | No issues here! I'm just trying to understand where and what your rules are for and I got that now. Thats interesting, I will have to read into it more and read up on the mecha d20 rules and see how these apply. I may need to modify my personnel armor rules to be more aligned with these other systems... |
| #12tema69Aug 22, 2008 12:39:15 | I'm glad we understand eachother. :D |
| #13nix4Aug 29, 2008 9:06:15 | I wanted to revisit this thread because I have a few more questions. I have glanced over the d20 Mecha SRD that the Guardians did. You posted allot of good material regarding making beefed up armor that uses the same system as d20 Mecha SRD. However, in the Guardians of Order SRD; step 5 (choose armor) and step 6 (choose defense). I find their material extremely lacking. Their method for picking armor is to just make up a number. I'm assuming this is Hardness?? Why is the terminology different? So, I'm confused. Your material is relating to the material in the d20 Modern SRD about Mecha ...or this Guardians of Order SRD? If its Guardians of Order, then step 5, IMHO requires a rewrite. Personally, I dont like phrases like "typical powered armor suit" ...whats typical?? |
| #14tema69Aug 29, 2008 10:40:06 | Is there a difference between d20 Mecha SRD and the Guardians of Order SRD? What's in the Guardians of Order SRD? Do you have a link? I do recognize the stuff you mention from d20 Mecha SRD, and I'll answer this: The greatness about d20 Mecha SRD is that it is simple. You don't have to determine hardness considering the weight and thickness of the vehicle/mecha/armour - only assign it a Hardness rating. This, however, becomes a flaw if you start getting interested in 'realism' and calculating your stuff more acurately - as it seems you do (which is awesome). Typical Powered Armour Suit is indeed somewhat vague. I believe there is also a 'WW2-era Battletank' as an example. I believe that there is a difference between the Armour of a M4Sherman and a 'Bengal' Tiger II, although they are both battletanks. So all in all, the examples are just that. Examples. They aren't specific or precise, but in the case of the Powered Armour, it kinda depends on the PL. |
| #15nix4Aug 29, 2008 10:51:19 | Okay, I really like the Guardians of Order SRD.. I do, it expands far better than the standard SRD that wizards has. As I'm learning more about the mechanics I'm noticing issues. Which I'm here trying to address. Everyone has been a great help btw...and patient which I appreciate. So, to in answer to your reply. There are two different methods of getting armor/hardness on a mecha. Guardians of Order: Mecha Design Step 5: Has a chart where you compare the type of weapons fire you want to resist or devices (typical power armor suit has X), and gives you "armor" ranges. I assume these "armor" values are hardness, since Defense is calculated in Step 6. To be specific, here is the info from my PDF: Mecha are tougher than people. Assign the mecha a Armor value (also called damage reduction). This is a value from 1 to 30, which is subtracted from any damage inflicted to the mecha's Hit Points. The chart below gives sample Armor values for realworld vehicles. These are suggestions and not meant to constrain designs — different d20 System games can have different values for similar vehicles. Another way to select an Armor value is to decide what sort of weapon the mecha can routinely ignore and assign it sufficient Armor to stop the average damage of that attack. For example, if a 0.50-caliber machine gun inflicts 2d12 damage (an average of 6.5 points per d12) and the mecha should stop most 0.50- cal. bullets, a Armor of 13+ is required. If the GM permits players to build their own mecha, he or she may choose to restrict them to a certain range of Armor values to ensure they are balanced against likely opposition. There is nothing wrong with the characters (or their foes) being tough, but they should not be utterly invulnerable. Mecha Point Cost: 5 per Point of Armor. Also, heavy Armor will increase the cost of speed. Table 6. Mecha Armor Examples Vehicular Example Typical Armor Rubber raft, rowboat 0-2 Motorcycle, oared galley 2-5 Automobile, light aircraft 4-6 Large sailing ship, jet airplane 4-8 Pick-up truck, jeep 5-7 Semi-truck, cargo steamship 5-9 Attack helicopter 7-10 Armored car or limousine 10-11 Typical “powered armor” suit 10-14 Armored Personnel Carrier 9-15 Infantry Fighting Vehicle 13-16 Medium tank (WWII era) 12-18 Battleship (WWII era) 18-20 Main battle tank (modern era) 18-25 Powerful giant battle robot 15-30 Now, that sucks IMHO. It is making allot of assumptions, its not using correct d20 terminology and it dosn't leave room for customization. Now, the d20 SRD for mecha does it differently. http://www.dandwiki.com/wiki/Mecha_(MSRD) Here you pick a super-structure which determines hardness and you pay for it based on how big your mecha is. Then Armor is chosen and it simply modifies your defense rating (which to me is confusing, as both the super-structure AND armor would provide hardness). Thats the differences between the two. I'm thinking I should modify my Guardians of Order copy and re-write that armor column. Make it more like the d20 SRD version such that you get Hardness based on mecha size. And armor lets you add to defense. But I fear, as in another thread I have here, that there is confusion in the SRD regarding what Defense and what Hardness is. Its almost as if whomever wrote the rules for Mecha was a different person. |