New Mech Equipment

Post/Author/DateTimePost
#1

raptorial

Nov 25, 2006 1:33:50
I already have a thread up for personality-related mechs, so I thought it would make sense for my next move to focus on mech equipment. This is a place for you to bring out stats for new mech equipment, weapons, movement systems, etc. I might occasionally pop in my own designs, but this is also for other people to create things.
#2

marcoasalazarm

Nov 28, 2006 12:37:17
Some thing I just created for my own campaign.

New Mecha Flight System:

REFFING BOARD (MECHA) (PL 7).

The Reffing Board (Mecha) is (visually) nothing more than a super-sized surfing board, but in reality it utilizes a variety of sequenced miniature directional thrusters, independent anti-gravity generators, the mecha's own (pilot-managed) weight distribution and (in its home universe) TraPar reflecting surfaces to grant the mecha with a flight maneuverability that surpasses almost anything else in the sky.
Although the Reffing Board (Mecha) is all but standard-issue to mecha designs in the 'Eureka Seven' universes, it's still a brand-new design in Coreline, and as such, seeing limited (but quickly expanding) use.

This system grants the mecha a Fly speed of 200 (Average).

Equipment Slots: 1, must be boots or legs. (Actually, and this is a homerule I was thinking of, it can be installed in Boots and 'share' the slot with any other system, but the other system cannot be used if the Reffing Board is in use-kind of like an equipped item. As an equipped item, as well, the Reffing Board can be shot out from under the mecha without damaging it).
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 15 + one-quarter the mecha's Purchase DC.
Restriction: None.
#3

raptorial

Nov 29, 2006 23:42:35
Yeah, that's pretty cool. I always loved the Nirvash from Eureka 7.
#4

Yar

Dec 01, 2006 19:22:03
Here is some mecha equipment i came up with tell me what you think. some of you might recognise some of this stuff from other threads.


ADAMANTINE (PL 5)
This Rare Metal alloy is lightweight and Incredibly strong. Adamantinee can also be used for armor (see Mecha Armor, below).
Hardness: 20.
Base Purchase DC Modifier: +4.

MYTHRIL (PL 5)
Mythril is a rare silvery metal which can be used in mecha armor. Much harder than Standard Metals Mythril Mkaes excelent mecha Superstructure and armor. (see Mecha Armor, below).
Hardness: 15.
Base Purchase DC Modifier: +2.

MEGA MYTHRIL (PL 5)
Mega Mythril is a tough Mythril alloy into which a weave of free neutrons has been pressed. It is extremely resilient while still maintaining its Light weight. Mega Mythril can also be used in Mecha Armor. .(see Mecha Armor, below).
Hardness: 25.
Base Purchase DC Modifier: +5.

UBERMANTINE (PL 7)
Ubermantine is Adamantine Forged through advanced metalurgical technigues and alchemical processes making for a much harder material than thought humanly posible.Though cost prohibitive Ubermantine can be used in mecha armor. (see Mecha Armor, below).
Hardness: 30.
Base Purchase DC Modifier: +6.

ADAMANTINE ARMOR (PL 5)
This Hard-to-acquire alloy is lightweight and Incredibly strong. Adamantine can also be used as a building material for mecha superstructures (see Mecha Superstructure, above).
Equipment Bonus: +10
Armor Penalty: -8.
Speed Penalty: -5 feet.
Purchase DC: 10 + one-half the mecha’s base purchase DC.

UBERMANTINE ARMOR (PL 7)
Ubermantine is Adamantine Forged through advanced metalurgical technigues and alchemical processes making for a much harder material than thought humanly posible.Though cost prohibitive Ubermantine can be used in mecha armor (see Mecha Superstructure, above).
Equipment Bonus: +14
Armor Penalty: -8.
Speed Penalty: -5 feet.
Purchase DC: 15 + one-half the mecha’s base purchase DC.

MYTHRIL ARMOR (PL 5)
Mythril is a rare silvery metal which can be used in mecha armor. Much harder than Standard Metals Mythril Makes excelent mecha Superstructure and armor. (see Mecha Armor, below).
Equipment Bonus: +8.
Armor Penalty: -5.
Speed Penalty: -None.
Purchase DC: 10 + one-half the mecha’s base purchase DC.

MEGA MYTHRIL ARMOR (PL 7)
Mega Mythril is a tough Mythril alloy into which a weave of free neutrons has been pressed. It is extremely resilient while still maintaining its Light weight. Mega Mythril can also be used in Mecha Superstructures. .(see Mecha Superstructure, Above).
Equipment Bonus: +10.
Armor Penalty: -5.
Speed Penalty: -None.
Purchase DC: 10 + one-half the mecha’s base purchase DC.

JL-67 BEAM SABER (MECHA WEAPON) PL 8
Damage: Large 4d8, Huge 8d8, Gargantuan 12d8, and Colossal 16d8
Critical: 20
Damage Type: Fire
Size: Same Size As Mecha
Weight: -
Purchase DC: 35
Restriction: Res (+2)
Slots: 1 Hand Or Arm for large mecha.

AR-9 "Grinder" Combat Chainsaw (Mecha Weapon) PL 6
Damage: Large 3d10, Huge 6d10, Gargantuan 9d10, and Colossal 12d10
Critical: 20
Damage Type: Slashing
Size: Same as Mecha +1 size Catagory.
Weight: -
Purchase DC: 22
Restriction: Lic (+2)
Slots: 2 Must be arm or hand

Murahanzo Industries High Frequency Katana (Mecha Weapon) PL6
Damage: Large 4d6, Huge 8d6, Gargantuan 12d6, and Colossal 16d6
Critical: 19-20
Damage Type: Slashing
Size: Same as mecha
Weight: -
Purchase DC: 32
Restriction: None
Slots: 1 Must be Hand or Arm

As a master craft weapon the Murakanzo HF katana has a +1 to hit.

HUC-56 Concussion Cestus (Mecha Weapon) Pl 7
Damage: 4d6
Critical: 20/x2
Damage Type: Bludgeoning/Concussion
Size: One size catagory less than the equipped mecha.
Weight: -
Purchase DC: 20
Restriction: None
Slots: 1 slot Must be Hand (or Arm for Larger mecha)

Though The HUC-56 Concussion cestus takes up a hand or arm slot it dosent interfear with the operation or use of hand held mecha equipment. The damage of the HUC is added directly to the damage of the mechas slam attack.Thus if a colossal mecha were equiped with the HUC is would deliver 4d6 Bludgeoning damage and 4d6 concussion damage.

RF-14 Rapid Acceleration Rail Gun Pl 6
Damage: 15d6
Crit: 19-20
Type: Slashing
Range: 250 ft
Rate: S
Magazine: 100
Size: Huge
Weight: 150 Lbs
Purchace Dc: 25
Restriction: Mil (+3)
Slots: 2 Must be arm hand or shoulder.
The RF-14 was one of the first reasonable sized Rail gun (actualy a ciol gun) developed for practacle use.
The slugs are flachet bundles accilerated my magnetic ciols. The flachets actualy break the sound barrier
Deafening anyone withing 30 feet.for 1d6 munits (fort save dc 15 to negate)

105 MM Cannon (Mecha Weapon) PL 6
Damage: 15d6
Critical: 19-20/x2
Damage Type: Balistic
Range Incrament: 120 ft
Rate Of Fire: S
Magizine: 7 Box
Size: Huge
Purchace Dc: 28
Restriction: Mil (+3)
Slots: 1
Description:This weapon uses Heap rounds to punch through armor, it Ignores 10 points of hardness.

S.O.B. Gun (Mecha Weapon) PL 7
Damage: 15d6
Critical: 20/x2
Damage Type: Fire
Range Incrament: Orbit (effectivly Line of sight)
Rate Of Fire: S (Fires Once Per Munit)
Magizine: -
Size: Huge
Purchace Dc: 40
Restriction: Mil (+3)
Slots: 2

Description: Short For Surface to Orbit beam This weapon is specificaly desigines to shoot down ICBM's however its effective range limits are Orbital. The weapon Generates a huge ammount of heat And may only be fiered safely 1 time per munit. If the weapon is fiered more than one time each Munit there is a 50% chance the weapon explodes dealing 15d6 damage to the Mecha equiped with it.

Neutron Cannon (MECHA WEAPON.) PL 8
Damage: 10d10
Critical: 20/x2
Damage Type: Energy
Range Increment : 100 ft
Rate of Fire: S,A
Magazine: -
Size: Huge
Weight: 150 lbs
Purchase DC: 36
Restriction: Illegal (+4)
Slots: 2

The Neutron Cannon uses a focused stream of neutrons to disrupt life functions in living organisima. the neutron Cannon dose no damage to non living targets such as robots. if a creature fails a Death from massive damage save brought on by a Neutron Cannon than they aer reduced to -10 hit points wrather than being reduced to -1. And as such are dead. The Neutron Cannon deals damage directly to a character bypassing The mecha or vehickle component completly.

ZD-192 Plutonium Laser Cannon(Mecha Weapon) Pl 8
Damage: 20d10
Crit: 20
Type: Fire
Range: 200 ft
Rof: Single
Magazine: -
Size: Dai-Kaiju
Weight: 300 lbs
DC: 34
Restriction: Mil (+3)
Slots: 2 Slots.

Special Note: Using the ZD-192 is taxing on other energy systems no energy weapons can fire for 3 rounds and the mechas dexterity is lowered by 4 points for this duration as the power drain make Locomotive systems sluggish..

XMC Weapons
XMC is short for Ultimate mecha challenge. Sort of like a mecha fight club which is popular throughout the galaxcy. Basicaly two (Or more depending on the rules.) mecha engage in a no holds barge match to see who can disable the other. The XMC utalizes their own brand of weapons desigined after normal human Melee weapons only scaled for mecha. No Energy blades, No Gravetic Discharges, just simply clasic Chopping, Peircing and crushing. This limits their lathality but increases their afordability as well as prolongs the action in the Mecha Fight pit.

Also the XMC weapons are perfect for adding weapon gadgets want a mecha sized High Frequency Axe? Just clap the High frequency gadget on a XMC-6 Battle Axe.

These weapons can be used to sort out several variant weapons. Want a Mecha Sized long sword just buy a XMC-1 Great Sword Sized for a mecha of the same size of the mecha.

XMC-1 Great Sword (Pl 4)
Damage: Large 2d8, Huge 4d6, Gargantuan 4d8, and Colossal 8d6
Critical: 19-20/x2
Damage Type: Slashing
Size: One Size catagory larger than the base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

XMC-2 Maul (Pl 4)
Damage: Large 2d8, Huge 4d6, Gargantuan 4d8, and Colossal 8d6
Critical: 20/x3
Damage Type: Bludgeoning
Size: One Size catagory larger than the base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

XMC-3 Pike (Pl 4)
Damage: Large 2d8, Huge 4d6, Gargantuan 4d8, and Colossal 8d6
Critical: 20/x3
Damage Type: Peircing
Range Incrament: 50 ft
Size: One Size catagory larger than the base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

The XMC-3 has an extra 10 ft of reach.

XMC-4 Flail (Pl 4)
Damage: Large 2d6, Huge 2d8, Gargantuan 4d6, and Colossal 4d8
Critical: 20/x2
Damage Type: Peircing or Bludgeoning
Size: Same size as base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

When using the XMC-4, you get a +2 equipment bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
Because the XMC-4 can wrap around an enemy’s leg or other limb, you can make a trip attack with it by succeeding at a melee touch attack. If you are tripped during your own trip attempt, you can drop or detach the XMC-4 to avoid being tripped.

XMC-5 War Pick (Pl 4)
Damage: Large 2d6, Huge 2d8, Gargantuan 4d6, and Colossal 4d8
Critical: 20/x4
Damage Type: Peircing or Bludgeoning
Size: Same size as base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

XMC-6 Battle Axe (Pl 4)
Damage: Large 2d8, Huge 4d6, Gargantuan 4d8, and Colossal 8d6
Critical: 20/x2
Damage Type: Slashing
Size: One Size catagory larger than the base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

XMC-8 Battle Balista (Pl 4)
Damage: Large 2d8, Huge 4d6, Gargantuan 4d8, and Colossal 8d6
Critical: 20/x3
Damage Type: Peircing
Range Increment : 100 ft
Rate of Fire: S
Magazine: 4 box
Size: One size catagory larger then the mecha.
Weight: 50 lbs
Purchase DC: 21
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.


Multipedal (PL 6)
The mecha Through simple mechanism may switch between a bipedal and quadruped form. In the mechas quadruped form it becomes faster and more stable adding 10’ to the base ground movement and +4 stability bonus to resist being bull rushed or tripped at the cost of not being able to use hand held equipment as such equipment sheathes its self in mechanical Slots.
Equipment Slots: 1 (Equivalent)
Activation: Move action
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 10 + one-quarter the mecha’s base purchase DC.
Restriction: None.

Manipulator Tendrils (PL 7)
This option is usually built into mecha without arms such as quadruped mecha. This effectively gives the mecha an extra arm. While this arm isn’t as articulate as a normal mecha arm (-4 penalty to skills requiring manual dexterity) it functions as an arm in all other respects save one this arm doesn’t have any slots of its own. A character must sacrifice a normal arm slot if he wants the tendril to have additional equipment such as a weapon.
Equipment Slots: 1.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 10 + one-quarter the mecha’s base purchase DC.
Restriction: None

yar
#5

turalisj

Dec 01, 2006 19:39:28
Adamantine is actualy much heavier than other metals (in dnd) and mithril is much lighter.
#6

marcoasalazarm

Dec 02, 2006 15:38:18
Here is some mecha equipment i came up with tell me what you think. some of you might recognise some of this stuff from other threads.

ADAMANTINE (PL 5)
This Rare Metal alloy is lightweight and Incredibly strong. Adamantinee can also be used for armor (see Mecha Armor, below).
Hardness: 20.
Base Purchase DC Modifier: +4.

MYTHRIL (PL 5)
Mythril is a rare silvery metal which can be used in mecha armor. Much harder than Standard Metals Mythril Mkaes excelent mecha Superstructure and armor. (see Mecha Armor, below).
Hardness: 15.
Base Purchase DC Modifier: +2.

MEGA MYTHRIL (PL 5)
Mega Mythril is a tough Mythril alloy into which a weave of free neutrons has been pressed. It is extremely resilient while still maintaining its Light weight. Mega Mythril can also be used in Mecha Armor. .(see Mecha Armor, below).
Hardness: 25.
Base Purchase DC Modifier: +5.

UBERMANTINE (PL 7)
Ubermantine is Adamantine Forged through advanced metalurgical technigues and alchemical processes making for a much harder material than thought humanly posible.Though cost prohibitive Ubermantine can be used in mecha armor. (see Mecha Armor, below).
Hardness: 30.
Base Purchase DC Modifier: +6.

ADAMANTINE ARMOR (PL 5)
This Hard-to-acquire alloy is lightweight and Incredibly strong. Adamantine can also be used as a building material for mecha superstructures (see Mecha Superstructure, above).
Equipment Bonus: +10
Armor Penalty: -8.
Speed Penalty: -5 feet.
Purchase DC: 10 + one-half the mecha’s base purchase DC.

UBERMANTINE ARMOR (PL 7)
Ubermantine is Adamantine Forged through advanced metalurgical technigues and alchemical processes making for a much harder material than thought humanly posible.Though cost prohibitive Ubermantine can be used in mecha armor (see Mecha Superstructure, above).
Equipment Bonus: +14
Armor Penalty: -8.
Speed Penalty: -5 feet.
Purchase DC: 15 + one-half the mecha’s base purchase DC.

MYTHRIL ARMOR (PL 5)
Mythril is a rare silvery metal which can be used in mecha armor. Much harder than Standard Metals Mythril Makes excelent mecha Superstructure and armor. (see Mecha Armor, below).
Equipment Bonus: +8.
Armor Penalty: -5.
Speed Penalty: -None.
Purchase DC: 10 + one-half the mecha’s base purchase DC.

MEGA MYTHRIL ARMOR (PL 7)
Mega Mythril is a tough Mythril alloy into which a weave of free neutrons has been pressed. It is extremely resilient while still maintaining its Light weight. Mega Mythril can also be used in Mecha Superstructures. .(see Mecha Superstructure, Above).
Equipment Bonus: +10.
Armor Penalty: -5.
Speed Penalty: -None.
Purchase DC: 10 + one-half the mecha’s base purchase DC.

JL-67 BEAM SABER (MECHA WEAPON) PL 8
Damage: Large 4d8, Huge 8d8, Gargantuan 12d8, and Colossal 16d8
Critical: 20
Damage Type: Fire
Size: Same Size As Mecha
Weight: -
Purchase DC: 35
Restriction: Res (+2)
Slots: 1 Hand Or Arm for large mecha.

AR-9 "Grinder" Combat Chainsaw (Mecha Weapon) PL 6
Damage: Large 3d10, Huge 6d10, Gargantuan 9d10, and Colossal 12d10
Critical: 20
Damage Type: Slashing
Size: Same as Mecha +1 size Catagory.
Weight: -
Purchase DC: 22
Restriction: Lic (+2)
Slots: 2 Must be arm or hand

Murahanzo Industries High Frequency Katana (Mecha Weapon) PL6
Damage: Large 4d6, Huge 8d6, Gargantuan 12d6, and Colossal 16d6
Critical: 19-20
Damage Type: Slashing
Size: Same as mecha
Weight: -
Purchase DC: 32
Restriction: None
Slots: 1 Must be Hand or Arm

As a master craft weapon the Murakanzo HF katana has a +1 to hit.

HUC-56 Concussion Cestus (Mecha Weapon) Pl 7
Damage: 4d6
Critical: 20/x2
Damage Type: Bludgeoning/Concussion
Size: One size catagory less than the equipped mecha.
Weight: -
Purchase DC: 20
Restriction: None
Slots: 1 slot Must be Hand (or Arm for Larger mecha)

Though The HUC-56 Concussion cestus takes up a hand or arm slot it dosent interfear with the operation or use of hand held mecha equipment. The damage of the HUC is added directly to the damage of the mechas slam attack.Thus if a colossal mecha were equiped with the HUC is would deliver 4d6 Bludgeoning damage and 4d6 concussion damage.

RF-14 Rapid Acceleration Rail Gun Pl 6
Damage: 15d6
Crit: 19-20
Type: Slashing
Range: 250 ft
Rate: S
Magazine: 100
Size: Huge
Weight: 150 Lbs
Purchace Dc: 25
Restriction: Mil (+3)
Slots: 2 Must be arm hand or shoulder.
The RF-14 was one of the first reasonable sized Rail gun (actualy a ciol gun) developed for practacle use.
The slugs are flachet bundles accilerated my magnetic ciols. The flachets actualy break the sound barrier
Deafening anyone withing 30 feet.for 1d6 munits (fort save dc 15 to negate)

105 MM Cannon (Mecha Weapon) PL 6
Damage: 15d6
Critical: 19-20/x2
Damage Type: Balistic
Range Incrament: 120 ft
Rate Of Fire: S
Magizine: 7 Box
Size: Huge
Purchace Dc: 28
Restriction: Mil (+3)
Slots: 1
Description:This weapon uses Heap rounds to punch through armor, it Ignores 10 points of hardness.

S.O.B. Gun (Mecha Weapon) PL 7
Damage: 15d6
Critical: 20/x2
Damage Type: Fire
Range Incrament: Orbit (effectivly Line of sight)
Rate Of Fire: S (Fires Once Per Munit)
Magizine: -
Size: Huge
Purchace Dc: 40
Restriction: Mil (+3)
Slots: 2

Description: Short For Surface to Orbit beam This weapon is specificaly desigines to shoot down ICBM's however its effective range limits are Orbital. The weapon Generates a huge ammount of heat And may only be fiered safely 1 time per munit. If the weapon is fiered more than one time each Munit there is a 50% chance the weapon explodes dealing 15d6 damage to the Mecha equiped with it.

Neutron Cannon (MECHA WEAPON.) PL 8
Damage: 10d10
Critical: 20/x2
Damage Type: Energy
Range Increment : 100 ft
Rate of Fire: S,A
Magazine: -
Size: Huge
Weight: 150 lbs
Purchase DC: 36
Restriction: Illegal (+4)
Slots: 2

The Neutron Cannon uses a focused stream of neutrons to disrupt life functions in living organisima. the neutron Cannon dose no damage to non living targets such as robots. if a creature fails a Death from massive damage save brought on by a Neutron Cannon than they aer reduced to -10 hit points wrather than being reduced to -1. And as such are dead. The Neutron Cannon deals damage directly to a character bypassing The mecha or vehickle component completly.

ZD-192 Plutonium Laser Cannon(Mecha Weapon) Pl 8
Damage: 20d10
Crit: 20
Type: Fire
Range: 200 ft
Rof: Single
Magazine: -
Size: Dai-Kaiju
Weight: 300 lbs
DC: 34
Restriction: Mil (+3)
Slots: 2 Slots.

Special Note: Using the ZD-192 is taxing on other energy systems no energy weapons can fire for 3 rounds and the mechas dexterity is lowered by 4 points for this duration as the power drain make Locomotive systems sluggish..

XMC Weapons
XMC is short for Ultimate mecha challenge. Sort of like a mecha fight club which is popular throughout the galaxcy. Basicaly two (Or more depending on the rules.) mecha engage in a no holds barge match to see who can disable the other. The XMC utalizes their own brand of weapons desigined after normal human Melee weapons only scaled for mecha. No Energy blades, No Gravetic Discharges, just simply clasic Chopping, Peircing and crushing. This limits their lathality but increases their afordability as well as prolongs the action in the Mecha Fight pit.

Also the XMC weapons are perfect for adding weapon gadgets want a mecha sized High Frequency Axe? Just clap the High frequency gadget on a XMC-6 Battle Axe.

These weapons can be used to sort out several variant weapons. Want a Mecha Sized long sword just buy a XMC-1 Great Sword Sized for a mecha of the same size of the mecha.

XMC-1 Great Sword (Pl 4)
Damage: Large 2d8, Huge 4d6, Gargantuan 4d8, and Colossal 8d6
Critical: 19-20/x2
Damage Type: Slashing
Size: One Size catagory larger than the base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

XMC-2 Maul (Pl 4)
Damage: Large 2d8, Huge 4d6, Gargantuan 4d8, and Colossal 8d6
Critical: 20/x3
Damage Type: Bludgeoning
Size: One Size catagory larger than the base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

XMC-3 Pike (Pl 4)
Damage: Large 2d8, Huge 4d6, Gargantuan 4d8, and Colossal 8d6
Critical: 20/x3
Damage Type: Peircing
Range Incrament: 50 ft
Size: One Size catagory larger than the base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

The XMC-3 has an extra 10 ft of reach.

XMC-4 Flail (Pl 4)
Damage: Large 2d6, Huge 2d8, Gargantuan 4d6, and Colossal 4d8
Critical: 20/x2
Damage Type: Peircing or Bludgeoning
Size: Same size as base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

When using the XMC-4, you get a +2 equipment bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
Because the XMC-4 can wrap around an enemy’s leg or other limb, you can make a trip attack with it by succeeding at a melee touch attack. If you are tripped during your own trip attempt, you can drop or detach the XMC-4 to avoid being tripped.

XMC-5 War Pick (Pl 4)
Damage: Large 2d6, Huge 2d8, Gargantuan 4d6, and Colossal 4d8
Critical: 20/x4
Damage Type: Peircing or Bludgeoning
Size: Same size as base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

XMC-6 Battle Axe (Pl 4)
Damage: Large 2d8, Huge 4d6, Gargantuan 4d8, and Colossal 8d6
Critical: 20/x2
Damage Type: Slashing
Size: One Size catagory larger than the base mecha.
Weight: -
Purchase DC: 19
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.

XMC-8 Battle Balista (Pl 4)
Damage: Large 2d8, Huge 4d6, Gargantuan 4d8, and Colossal 8d6
Critical: 20/x3
Damage Type: Peircing
Range Increment : 100 ft
Rate of Fire: S
Magazine: 4 box
Size: One size catagory larger then the mecha.
Weight: 50 lbs
Purchase DC: 21
Restriction: None
Slots: None, Usable only by mecha which can utalize hand held weapons.


Multipedal (PL 6)
The mecha Through simple mechanism may switch between a bipedal and quadruped form. In the mechas quadruped form it becomes faster and more stable adding 10’ to the base ground movement and +4 stability bonus to resist being bull rushed or tripped at the cost of not being able to use hand held equipment as such equipment sheathes its self in mechanical Slots.
Equipment Slots: 1 (Equivalent)
Activation: Move action
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 10 + one-quarter the mecha’s base purchase DC.
Restriction: None.

Manipulator Tendrils (PL 7)
This option is usually built into mecha without arms such as quadruped mecha. This effectively gives the mecha an extra arm. While this arm isn’t as articulate as a normal mecha arm (-4 penalty to skills requiring manual dexterity) it functions as an arm in all other respects save one this arm doesn’t have any slots of its own. A character must sacrifice a normal arm slot if he wants the tendril to have additional equipment such as a weapon.
Equipment Slots: 1.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 10 + one-quarter the mecha’s base purchase DC.
Restriction: None

Holy crap.
#7

raptorial

Dec 03, 2006 2:19:15
Holy crap.

Only one thing can be said to that-
Seconded!
#8

Yar

Dec 04, 2006 10:02:49
Adamant is described as being as heavy as steel but much harder.

I Still have more mecha equipment if you are interested =)

yar
#9

marcoasalazarm

Dec 04, 2006 13:54:28
I'd like to see it (and borrow some of it, if you don't mind).

Now, here's some of my own new gear.

E7-MW ‘LFO’ MECHA KNIFE.
High-tech, mecha-sized knives, sharpened to a near-monofilament edge, balanced and designed as boomerangs. Because of this, the knives have a high chance of returning if thrown at a target, and can cut thru most kinds of mecha armor like butter. These knives are the standard-issue weapons of the Light Finding Operation-class mecha.

They can be deployed or retracted in their sheaths as a free action.

While held, the knives convert the mecha’s slam attack into a claw attack that deals slashing damage. The amount of damage is based on the mecha’s size: Large 6d8, Huge 8d8, Gargantuan 10d8, and Colossal 12d8. The claws have a critical threat range of 19–20.
The claws are one size category smaller than the mecha’s size category.

If thrown, the E7-MW Knife has a range increment of 60 ft., and deals damage equal to its normal claw attack (equal Critical range, too). As well, the thrower must make a Reflex save, DC 15, to catch the knife as it returns. Failure means one of three things (GM’s call):

1) The thrower gets hit in the face by his own returning weapon. He can attempt avoid being struck by making a Reflex save against DC 10.

2) The Knife lands 1d4 squares away from his position in a random direction (and might probably hit someone standing there-they can makea Reflex save as well).

3) The Knife lands in a randomly determined square adjacent to him.

Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach or 600 ft. (if thrown).
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 12 + one-quarter the mecha’s base purchase DC.
Restriction: None.

‘HOT ROD’ WHEEL FEET.
The feet of the mecha have retractable wheels with independent motors. Although while deployed, they make the mecha look like an in-line skater, and they do not have the durability of tank threads, the ‘Hot Rod’ wheels trade this by giving the mecha unparallel land speed.
A mecha equipped with ‘Hot Rod’ Wheel Feet has its base land speed increased by 15 feet.

Equipment Slots: 2, must be boots.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 8 + one-quarter the mecha’s base purchase DC.
Restriction: None.

ANCHORING BOLTS.
A set of bolts deploy explosively from the soles of the mecha’s feet, anchoring it to the ground. Originally installed to provide stability while firing heavy weapons, the Anchoring Bolts have become standard to mecha designs that require constant secure footing (artic exploration/combat and starship defense mechas, for example).
The Anchoring Bolts, when deployed, provide the mecha with a +8 bonus on all checks involving stability, such as resisting bull rush attempts and trip attacks. However, the mecha cannot move while they’re deployed (and will most surely damage whatever it’s standing on if it tries to).
If used in melee combat, the Anchoring Bolts create 1d4 damage, and can ignore 10 points of hardness (but the awkwardness of using them in this fashion reflects in a -2 penalty to the attack roll).

Equipment Slots: 2, must be boots.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 8 + one-quarter the mecha’s base purchase DC.
Restriction: None.

SAW (Sonic Assault Weapon) MODEL 27 (‘The Song’).
A highly experimental weapon that was recently developed, the SAW is aimed towards two fronts: riot control and standard combat, and it deals with this by means of focused sonics. For this, the SAW-27 has two firing modes: the ‘Soprano’ mode, which fires an omnidirectional sonic wave that is meant to stun anything living (and able to listen) that is standing around the mecha, and the ‘Aria’ mode, which fires a concentrated line of sound towards one single target-resulting in a powerful concussive wave.

The SAW-27 is a package deal consisting of two items: a sonic generator and a combination resonance chamber/projector. The reason the weapon has obtained its nick-name (‘The Song’) is because, although the generator itself (the bulkiest part of the package) can be installed anywhere within the mecha, most manufacturers have made a (somewhat unconscious) decision to install the resonance chamber in the mecha’s head, usually covered with an armor plate that slides out of the way when active-giving the impression of the mecha ‘opening its mouth’.

Rules-wise, the SAW-27 in ‘Soprano’ mode affects a circle of twice the mecha’s reach (meaning that if a mecha has 10 ft. reach, the circle if of 20 ft. starting from the mecha). All targets inside the circle must make a Fort save, DC 18, or be stunned for 1d6 rounds (critical failure will make them be Nauseated for the same amount). Targets with proper ear protection can have a bonus to this save or negate the effects altogether.

The SAW-27 in ‘Aria’ mode deals 12d6 of Concussion damage with a successful ranged attack (critical range 20), and additionally any targets hit must make a Fort save, DC 20, or be deafened for 1d4 rounds after being hit (critical failure will have them Stunned as well for the same amount of time). Targets with proper ear protection can have a bonus to this save or negate it altogether.

Equipment Slots: 2, one of which must be Helmet.
Activation: Attack action.
Range Increment/Range: 120 feet (focused beam), or twice the mecha’s reach (‘Soprano’ mode).
Target: Single target within 12, 000 feet, or (mecha’s reach x2) circle.
Duration: Instantaneous/Persistent.
Saving Throw: None or Fort (see text).
Purchase DC: 25.
Restriction: Military (+3).
#10

Yar

Dec 05, 2006 20:39:28
Sweet stuff here is some more of my junk. Feel free to use any of it. If ya stick it on a page Just Give me props.


BB-T9 Slugger Grenade system (PL 5)
Damage: As per grenade
Crit: 20
Type: As per grenade
Range: 20 ft
Rate: S
Magazine: 6
Size: large
Weight: 50 Lbs
Purchace Dc: 20
Restriction: Mil (+3)
Slots: 1 Must be Arm or Hand

Description: This mecha weapon consists of a compartment on the mechas forearm which dispences large grenaids in the mechas hand. These grenades can than be thrown as per a normal grenade. The BB-T9 can be equiped with any grenades available in the PL.

Mecha Grenade Mod (PL as base grenade)
This Mod Scales grenades upto mecha size. This is a simple process Simply larger scale grenades with larger payloads. These grenades deliver twice as much damage as their smaller counterparts and have their burst radius increased by 10', The grenaids size becomes small. The purchase dc is based on a box of six grenades.
Restrictions: Grenade weapon only.
Purchase DC Modifier: +5

105 MM Cannon (PL 6)
Damage: 15d6
Critical: 19-20/x2
Damage Type: Balistic
Range Incrament: 120 ft
Rate Of Fire: S
Magizine: 7 Box
Size: Huge
Weight: 100 lbs
Purchace Dc: 28
Restriction: Mil (+3)
Slots: 1
Description:This weapon uses Heap rounds to punch through armor, it Ignores 10 points of hardness.

MG-4D Tactical Nuclear Rail Gun (Pl 7)
Damage: 30d8
Crit: 19-20
Type: Concussion/Fire
Range: 1000 ft
Rate: S
Magazine: 3 Int
Size: Huge
Weight: 300 Lbs
Purchace Dc: 45
Restriction: Mil (+3)
Slots: 2 .

Description: Thus weapon uses railgun technology to deliver a tactical nuclear warhead. Anyone within the point of impact takes 30d8 points of damage as do anyone withing 1000 ft, Anyone out to 2000 feet past that take 15d8 damage. The Area is also hit with an electromagnetic pulse. Electronic machines must make a dc 30 fortitude save or Be rendered inoperable untill a dc 20 repair check is made. Machines with antishock or anti electricity countermeasures gain a +5 to this save. The area is also Blanketed with Hard radeation for several years. The level of which depends on weather the nuke was a clean bomb (In which case moderate Dariation is prodused for 5d10 years) or a dirty bomb (In which case Severe radeation is produced For 10d10 years)

Oleg 7 Mecha Pistol (PL 6)
Damage: 4d12
Critical: 20/x2
Damage Type: Balistic
Range Incrament: 120 ft
Rate Of Fire: S
Magizine: 6 Box
Size: Large
Weight: 20 lbs
Purchace Dc: 24
Restriction: Mil (+3)
Slots: 1

Cobra-66 Mecha Sniper System (PL 6)
Damage: 8d10
Critical: 20/x2
Damage Type: Balistic
Range Incrament: 240 ft
Rate Of Fire: S
Magizine: 15 Box
Size: Huge
Weight: 80 lbs
Purchace Dc: 28
Restriction: Mil (+3)
Slots: 1
Description: As a mstercraft weapon the cobra-66 enjoys a +1 to hit.

Cobra-83 Laser Sniper (PL 6)
Damage: 8d12
Critical: 20/x2
Damage Type: Fire
Range Incrament: 240 ft
Rate Of Fire: S
Magizine: -
Size: Huge
Weight: 82 lbs
Purchace Dc: 20
Restriction: Mil (+3)
Slots: 1

ARK-03 Disentegration Cannon (PL 7)
Damage: 10d8
Critical: 20/x2
Damage Type: Non Specific Energy
Range Incrament: 90 ft
Rate Of Fire: S
Magizine: -
Size: Huge
Weight: 90 lbs
Purchace Dc: 35
Restriction: Mil (+3)
Slots: 1

Description: Any object or creature destroyed by a desentegration cannon is reduced to a fine dust. The Disentegration cannon Ignore 1/2 of a targets hardness.

SZ-27 Freezer Cannon (PL 8)
Damage: 8d10
Critical: 20/x2
Damage Type: Cold
Range Incrament: 60 ft
Rate Of Fire: S
Magizine: -
Size: Huge
Weight: 90 lbs
Purchace Dc: 35
Restriction: Mil (+3)
Slots: 1

Description: This weapon utalizes Atomic forces to Slow Molecular movement the result is a beam of energy Which is nearly absolute zero. This weapon cannot Actualy kill anyone. is they are reduced to worse than -10 hitpoints they are instead Instantly stabalized at -9 Placed in perfect criogenic stasis.

G-A1B "Pulse Stopper" Automatic Grenade launcher (PL 6)
Damage: Per Grenade Type
Critical: 20/x2
Damage Type: As per Grenade Type
Range Incrament: 80 ft
Rate Of Fire: S,A (see below)
Magizine: 40 Box
Size: Huge
Weight: 120 lbs
Purchace Dc: 30
Restriction: Mil (+3)
Slots: 1
Description: This weapon is primarily used for anti personel and is generaly not effective against a mecha. Its Timeing Alows it to lay upto 5 grenaids along a Series of adjacent Burst radius. Thus if the loaded grenaid has a 10 foor burst radius the Bulse stopper could lay eanough grenaids to cover five connected 10' squares. Use the normal rules for Grenaids to target each Square But apply a penalty of -4 to the attack roll to represent the autofire penalty.

H-3X Hellfire Flaim Unit (PL 7)
Damage: 8d8
Critical: -
Damage Type: Fire
Range : 60 ft cone
Rate Of Fire: Single
Magizine: 20 int
Size: large
Weight: 75 lbs
Purchace Dc: 25
Restriction: Mil (+3)
Slots: 1
Description: This weapon Is exactly like The A-3X dragon flame thrower except it use Hell jell as a propellant. Anyone caught in the 60 foot cone takes 8d8 damage a reflex save is allowed for 1/2. Flamable objects may catch flame as per the normal rules.

Alamos-X2 Asault Cannon (PL 5)
Damage: 10d12
Critical: 20
Damage Type: Balistic
Range Incrament: 150 ft
Rate Of Fire: S
Magizine: 5 Box
Size: Huge
Weight: 200 lbs
Purchace Dc: 28
Restriction: Mil (+3)
Slots: 2
Description:This Weapon was Modeled after tank weapons after the inception of mecha. This weapon is similar to the Abrams main gun The Alamos has a larger ammo capacity to meet the rigerous needs of mech combat.


Mecha Mods


Plasma Field (PL 8)
Using Tech similar to the Beam saber this Mecha defence system makes a Solid double layered forcefield. The Gravetic field agitates the air molicules between the forcefield layers generateing intense plasma. This plasma field simply apears as a heat ripple around the mecha and thus dosenot ubscure vision..Anyone Striking the mecha with a melee or unarmed attack takes 5d6 points of fire damage. As do those who grapple or are grappeled by the mecha. This Defence system also provides a +1 to +5 deflection bonus to the mechas defence. The mechas opperator can activate or deactivate the Field as a free action once per round.
Equipment Slots: 1
Activation: Free Action
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 27 for mark I, 30 for mar II, 33 For mark III, 36 for mark IV, 39 for Mark V
Restriction: Mill (+3)


Yar
#11

raptorial

Dec 07, 2006 21:58:48
Interesting stuff there Yar and marco.
#12

Yar

Dec 10, 2006 19:37:41
Thanks Raptoral. I have even more stuff but its still kinda rough.

Yar
#13

raptorial

Dec 11, 2006 23:46:58
This thread is for mech equipment Yar. You're always welcome to put up more when you're ready.
#14

turalisj

Dec 13, 2006 20:28:11
MG-4D Tactical Nuclear Rail Gun (Pl 7)
Damage: 30d8
Crit: 19-20
Type: Concussion/Fire
Range: 1000 ft
Rate: S
Magazine: 3 Int
Size: Huge
Weight: 300 Lbs
Purchace Dc: 45
Restriction: Mil (+3)
Slots: 2 .

Description: Thus weapon uses railgun technology to deliver a tactical nuclear warhead. Anyone within the point of impact takes 30d8 points of damage as do anyone withing 1000 ft, Anyone out to 2000 feet past that take 15d8 damage. The Area is also hit with an electromagnetic pulse. Electronic machines must make a dc 30 fortitude save or Be rendered inoperable untill a dc 20 repair check is made. Machines with antishock or anti electricity countermeasures gain a +5 to this save. The area is also Blanketed with Hard radeation for several years. The level of which depends on weather the nuke was a clean bomb (In which case moderate Dariation is prodused for 5d10 years) or a dirty bomb (In which case Severe radeation is produced For 10d10 years)
Yar

Ok, let me say one thing: Overpowered. You are effectivly giving a mecha the power to decimate a small country, and keep it that way for 10-100 years. And for what, two equipment slots and being in PL7?

Try this:

XAD-Decimator Cannon

The Decimator Cannon is one of the most powerfull weapons of it's kind. Designed to give mechas a fighting edge in combat, a mecha armed with it can easily wipe out an entire squadron of other mechs.

Damage: 12d10
Activation: Attack Action
Range Increment: 150ft
Target: single target within 1,500ft.
Duration: Instantaneous
Saving Throw: None
Purchase Dc: 35
Special: Cannot be mounted on large or gargantuan mechas.
Restriction: Military (+3)
Slots: 3 (must be arm, shoulder, and hand)

For those Gundam Wing fans (like myself :D), this is a direct copy of the buster cannon of Wing Zero. Two of these can give your mecha enough firepower to go toe to toe with light starships.
#15

marcoasalazarm

Feb 07, 2007 18:11:38
Personalyl, I'm starting to like all kinds of Gundam (SEED I've started to see, and well, Char's Counterattack hads made me desire to ask my local comic shop for some 'Best Of' original Gundam collection or something).

BTW, BUMP.
#16

marcoasalazarm

Jun 15, 2007 0:57:19
Gonna borrow this.
#17

ragnorahk

Jul 14, 2007 21:58:33
MG-4D Tactical Nuclear Rail Gun (Pl 7)
Damage: 30d8
Crit: 19-20
Type: Concussion/Fire
Range: 1000 ft
Rate: S
Magazine: 3 Int
Size: Huge
Weight: 300 Lbs
Purchace Dc: 45
Restriction: Mil (+3)
Slots: 2 .

Description: Thus weapon uses railgun technology to deliver a tactical nuclear warhead. Anyone within the point of impact takes 30d8 points of damage as do anyone withing 1000 ft, Anyone out to 2000 feet past that take 15d8 damage. The Area is also hit with an electromagnetic pulse. Electronic machines must make a dc 30 fortitude save or Be rendered inoperable untill a dc 20 repair check is made. Machines with antishock or anti electricity countermeasures gain a +5 to this save. The area is also Blanketed with Hard radeation for several years. The level of which depends on weather the nuke was a clean bomb (In which case moderate Dariation is prodused for 5d10 years) or a dirty bomb (In which case Severe radeation is produced For 10d10 years)

And so the question i would have about this, is that other than suicide bombers, who in their right mind would use this? If you fire this wepon and it goes off you will blast your self with 30d8 because its' range is 1000 ft, witch happens to put its user in the inner damage zone of that blast.
#18

backstabbist

Jul 14, 2007 23:48:54

again, we see that the future will bring forth a new era of Kinder Gentler Nukes.... because allowing a Nuke to be a 1shot kill is unballanced...

Compare the PL7 MG-4D Tactical Nuclear Rail Gun
to the DavyCrockett tac nuke rocket from decades ago,
and it seems yet again we had much better weapons before we got PLs.

Would it be ok to have

Davy McCrockett TacNuke Launcher(pl6)
Damage: Variable: 20Ton Nuke (what would 20lb TNT do? 20d6?... now 2000x that)
---- upto 0.5KT Nuke (25x as powerfull as lower setting )
Rate 1
Range Inc 1000
MaxRange 5 kilometer
Rate Single
Ammo 1
PDC40
This mech weapon is no more than the original, anchient 1956, DavyCrockett 0.5kt Nuke that has been updated with a more efficient warhead for better balistics, and an arming/firing mechanism for mech use.
IMAGE(http://upload.wikimedia.org/wikipedia/commons/thumb/4/43/DavyCrockettBomb.jpg/200px-)
When imagining the future, it should be better than what we had in 1956, Wiki
or Waylan's Nukes For All Seasons to get a nice atmo burst nuke damage scale


XAD-Decimator Cannon
The Decimator Cannon is one of the most powerfull weapons of it's kind. Designed to give mechas a fighting edge in combat, a mecha armed with it can easily wipe out an entire squadron of other mechs.

Damage: 12d10
Range Increment: 150ft
Target: single target within 1,500ft.
Special: Cannot be mounted on large or gargantuan mechas.
Slots: 3 (must be arm, shoulder, and hand)

um... what?
Entire squadrons, but with a single 1500' target?
12d10 is the most powerful, meaning no gun will exceed the 120Abrams
... ignoring of course the 140mmRhinemetal the germans fire daily at demos
Must be so big, like a tank, but get no better damage than a tank from 2 PLs ago?
Abrams 12d10 gun has what for an RI?

Why wouldnt a giant robot carry a Mc79 120mm-smoothbore breakaction singleshot that combines the firepower of an Abrams shot with the simplicity of a 40mm M79 ... just carry it... wouldnt that be about right for a 40' robot. Or we give man infantry Dragon shoulderfire AT missiles, wouldnt a metal 40' infantry guy get a really really big shoulderfire AT Missile?
#19

backstabbist

Jul 15, 2007 0:09:15
Hornblower Chain Gun (pl7)
Unlike many chainguns being marketed, the xM442 if a first of its kind True Chaingun, utilizing a CarboFero 33mm WeldLink Chain 4' projectile. Pattanted chain feed mechanisms give this adaptation to a classic Railgun.a decided edge against bipedal targets: The Ranged Trip Attack.
Range Inc: 40
Rate: Single
Ammo: 10
Slot: 1
Damage: 3d8 NonLethal, or Ranged Trip Attack
Special: Trip target as 1 size smaller than it really is from high power heavy chain
PDC 28
#20

marcoasalazarm

Jul 15, 2007 13:04:21
Named after Horatio?

I can see that gun being used as an anti-ship gun by pirates.
#21

backstabbist

Jul 15, 2007 22:25:08
Bingo!
yup, got the idea from the A&E shows a while back... a new look to a rigging cutter chainshot, kinda like Chainshot meets Bolas

That, and I remembered the (chinese/korean?) bushmaster knock-off they called a chaingun... stemming a Trademark chat by GenDyn... and I mentioned the Chaingun didnt actually fire chain.
#22

ragnorahk

Jul 16, 2007 10:08:16
Out of boredom I provide you (especially all you magic fans):
Darksteel (PL7)
After Interstellar travel became possible (Regardless of how) they tried to mess with all manor of interstellar objects. They discovered that if someone simply dropped the proper materials on to a neutron star, and then managed to pull them back later that new super-heavy, super-dense elements could be made. One of the most useful manufactured materials by this process is Darksteel, Its extraordinary density makes it one of the toughest known materials in existence. It however has the downside that its extraordinary weight and cost causes most people to look for lighter, less expensive materials.
Hardness: 60
Base purchase dc modifier: +15
Special: Due to Darksteel's weight and the size/strength of parts required to move it, any vehicle using it for a super structure moves at half speed.

Tell me what you think, use it if you want, modify it if you want, go nuts.
#23

backstabbist

Jul 16, 2007 11:28:35
Mage Armor for mechs, aka Disbelief Armor
Capitolizing on research (a poll at Berkely), the northrup Human Resourses Dept developed a new mech armor material: Marketing-esium. They state that peploe believe what they are told, and will act accordingly even with direct evidence to the contrary, given an adequately funded marketing campaign. Thus begat the product Disbelief Armor: It is not really armor, but we tell folks it is... and they believe it.

Mage8 Armor Plating
is a set of lightweight fiberglass pannels with huge logos writen in a glow in the dark pigment, "Mage8" and "M8" blazen across the pannels let everyone know you have some serious armor, and the mass media advertizing of the product have made it a household name... everyone knows you dont wanna mess with a Mage8 armored mech.

The key to the functionality of Disbelief Armor is that it is not really armor at all:
it has a TrueDefence of just +1,
but attackers must make a WillSave DC20 vs MarketingHype at the beginning of the fight or suffer the belief that it really is as good as the comercials say... Def +8. This save is rerolled after any successful hit at the believed +8Def, with a -2DC to the roll cumulative for each hit... after a while you see the armor aint really good at all.

Mage8 Mech Armor (Disbelief Armor) (PL6)
Equipment Bonus: +8
Armor Penalty: 0
Speed Penalty: +5 (morale bonus, you also believe you are better looking in it, score beter with the ladies, smarter, better at sports, and your jokes are funnier... just like the guys in the comercials)
Purchase DC: one-quarter the mecha’s base purchase DC,
Recurring subscription to advertiving campaign license PDC20 each Month,
5 year contract, PDC40 early cancelation fee,
Non Negotioable, non transferable, terms subject to change without notice
Special: Will Save DC20 (-2DC Cumulative reroll each it) drops EquipBonus to +1

While many vets are trying to sue over the rampant failures of Mage8 Armor, most are seetled by undisclosed amounts with nondisclosure contracts, and the others are dismissed in the mass media as political agenda attacks on military preparedness. The original developers in HR have moved on to the TalkRadio industry, or have taken up residence in assylum countries. The myth & function of Disbelief Armor is sustained.
#24

zombiegleemax

Jul 16, 2007 17:37:25
ROFLOL!

nice one backstabbist!

The True power of marketing.

I could say that certain gaming companies make this armour...all hype no substance.
#25

backstabbist

Jul 16, 2007 18:42:10
McHand-Grenade (PL5+)
The McHandGrenade is a 1 slot rack that carries 6 'grenades' to be thrown by the mech. Use of a grenade is a FullRound Action, which includes grabbing the grenade, arming, aiming, throwing, and the detonation. As with smaller human grenades, the target is a grid intersection. The actual grenades are sized (named) appropriately for the mech they are mounted on, and stats are based on that size.
PL5 CompB Frag McGrenades<br /> Large Huge Gargan Col<br /> Wt(lb) 10 20 33 50 each grenade<br /> Range 10' 15' 20' 25'<br /> Damage 5d12 6d12 7d12 8d12<br /> Burst 30' 40 50' 60'<br /> SaveDC 16 18 20 22<br /> <br /> all PDC25 loaded rack
#26

marcoasalazarm

Aug 21, 2007 14:50:36
Love the gear.
#27

backstabbist

Aug 21, 2007 15:46:50
Brass McKnuckles (PL6)
Mech Unarmed Melee System
PDC15 Large Mech (H16,G17,C18)

Allows the user to replace the standard Slam attack with feated/talented CMA & Brawl abilities of the pilot doing 1d8,2d8,3d8,4d8 base for LHGC. User selects CMA/Brawl/Other mode for the McKnuckles to act as Armed,Unarmed, Lethal, Non-Lethal, or other requirements for stylin kungfu azzkickery
#28

zombiegleemax

Aug 25, 2007 13:45:11
I cant help but wonder... rule-wise I suppose its stable, but logically, how can a Mecha's metaloid fist (Large mecha's fists being about the size of a person's head), piston-thrusted/mechanically-thrusted at someone's head, be considered non-lethal
#29

backstabbist

Aug 25, 2007 13:55:57
Largely from the name McBoxing Gloves just being too silly for even me to post.

Slam is nice, but for the DanceAround mechs why not let KungFu Joe get his thing on. Circle Kicks & that one with the snakefist (man that arm held up with the snakey hand cracks me up) would be just so cool for a 30' robot
#30

backstabbist

Mar 11, 2008 22:16:20
El Bumpo
#31

marcoasalazarm

Jul 23, 2008 1:34:46
Likewise.
#32

nix4

Jul 23, 2008 8:46:02
Hello all,

I'm currently working on reformatting the d20 Mecha rules in PDF format. I have the d20 Mecha book located here, both in original and new format.

http://sites.google.com/site/d20futurecampaign/Home/files

I'm interested in using this information on this thread and perhaps create a supplment to the d20 Mecha book. Anyone whow would like to allow me to use their material please let me know. The forums is a great place to post ideas and hash out ideas but I dont find it that great for finished and polished ideas, PDF is a better format (espeically when associated with art).

Anyway, this is one of a few books I'm hoping to present to the community here as free supplemental PDFs for d20 Modern and (mostly) d20 Future.

On a side note, how much of this material is compatible with d20 Mecha?
#33

backstabbist

May 15, 2009 15:50:57
On a side note, how much of this material is compatible with d20 Mecha?

it all is compatable,
it just might have to be changed to fit it ;)
#34

Yar

May 22, 2009 14:12:46
Wow I totaly spaced about this thread. I know its like several months late But In Reguards to the MG-D4 Tac Nuke.

Ragnorahk wrote

And so the question i would have about this, is that other than suicide bombers, who in their right mind would use this? If you fire this wepon and it goes off you will blast your self with 30d8 because its' range is 1000 ft, witch happens to put its user in the inner damage zone of that blast.

Its range is not limited to 1000' its range incrament is 1000' so it can actualy fire out to 20 range incraments or 6 and 2/3 Kilimeters. Makeing it relitivly safe. Maybe the slots are off but make it require more if you dont like it.

This weapon was meant to be a Horrible WMD Maybe not as spiffy as a davey crocket (Which i love BY the way) But Look at the buffalo rifle from d20 past it out preforms the Barret model 82 .50 cal in almost every way statwise.

Maybe Raise the armor bonus to defence for Higher PL level Vehicle armors or something. Cause when it comes down to it Your just as Splated when you get nailed with .52 (Or was it .55 I cant remember.) Buffalo ammo as you are if you get splated by a .50 cal BMG ammo. Only difference one has a FMJ desigined to peirce armor. Maybe +2 per difference in PL?
#35

backstabbist

May 22, 2009 14:44:06
"Only difference one has a FMJ desigined to peirce armor."

JMB didnt design his 50cal to peirce armor, nor as AntiMateriel,
his (m2) 50BMG was a people killer.... for when the people were far far away

There is a GIANT world of difference between a 50-110 buffalo gun round, and the 50BMG.
Alway remember that the 600NitroExpress rates like a "60 or 70", while 50BMG scores a "115 to 130"... and the 'normal' guns like 9mm/45 only rate "3 or 4"
#36

Yar

May 22, 2009 16:03:00
Dosent realy matter what its origonal design was for It anti material now. Im not tring to debate gun physics all i Meant was your Similarly dead whichever one your hit with. the only big differences that the .50 bmg is better at punching through armor. My point was to illustrate a need to show that more advanced weapons should e better than out of date weapons. However theules dont always display this.
#37

backstabbist

May 23, 2009 1:36:36
The problem is not the a 50-110 Sharps kills humans like a 50BMG kills humans,
it is that the 50-110 Sharps doesnt kill Ogres, GiantExoSlugs, or ZombieGummiAmorphs at 500m like the BMG does.... its not about armor, its about wound channel volumes.
The same slug fired twice as fast is not the same terminal performance




My point was to illustrate a need to show that more advanced weapons should e better than out of date weapons. However theules dont always display this.

unfortunately, d20Future followed in Moderns footsteps (2d12 BMG mistake) and hamstrung itself.

PL6 gives us little mini-grenades that are as powerful as 'full size grenades',
yet there are no fulsize 'more powerful' grenades.
If a 1 MegaTon Nuke gets 16d8,
then Hiroshima (~20kt) would get 1/50th of that... about 1d4 RefDC99 12000' r

And the flat out damage cap that makes us believ weapon technology cant improve- improvement results in staying the same. Just look at the different small arms technology when set apples to apples:
IMAGE(http://www.geocities.com/kpricz/pics/pistol_amr.jpg)
Bold is RAW

notice that 3d10 cap on rifles as technology advances thru the upper PLs?

We do have a fairly decent progression at the lower PLs
IMAGE(http://www.geocities.com/kpricz/pics/pistolAMRv2.jpg)
#38

TheRealOrion

May 23, 2009 10:52:25
I have nothing to contribute. I just wanted to say that this is awesome. I am grateful that you lunatics exist in the world.
#39

backstabbist

May 23, 2009 11:09:40
Thrown Bombs
Momma says Blow You Up

Nothing says "You're special" like a stickybomb.
A timeless classic. Always good for a laugh thru the PLs.

Weight 5lb
Range Inc: 5'
Damage: X= (PL - 3)² , Xd6 , No save hit target, 4X'r RefDC 11+X
#40

backstabbist

May 23, 2009 14:37:54
McX88
Mecha external weapon, 40mm/88mm cannon
When the autocannon wont do the trick, try the howitzer
IMAGE(http://www.geocities.com/kpricz/pics/xMc88.jpg)

Primary 40mm AutoCannon
RI: 150
ROF: S,3rb,A
Ammo: 60 drum
Damage APDS: 2d16, Ignore10 Hardness/Armor
Damage API: 2d12Bal + 2d6Fire, CatchFire DC20 (DC25 Burstfire)
Damage AP: 2d24

Secondary 88mm Directfire/Howitzer
RI: 70
ROF: s
Ammo: 12 box
Damage HE: 9d8 45'r RefDC 24 ( -1die & -1DC per 5' away from blast)
Damage HEAT: 9d8 Ignore20 Hardness/Armor, 10'r Ref DC17 2d6
#41

Yar

May 27, 2009 17:54:48
Where exactly dose one buy a d16 or a d24? just asking.

I have been thinking about the PL vs deadlyness factor. Sense the weapons dont seem to get much more damaging beyond a certain point what if there were an automatic bonus to the DC of Death mas Save. Or maybe an increased likelyhood of backing a crit or something. Maybe Like +1 per PL above 5. That way a more advanced weapon is more likely to drop yo sorry *****. Also Maybe a built in Armor peircing Ignoring one point of Equipment Bonus to defence for each Pl above 4 or 5 Unless the armor had some kind of descriptor such as [Hardened armor ] or somethinng along those lines. I personaly wish they would just Drop the ammount of Hp a character gets and than make Armor work like DR. But thats just me. Makes for a more fun and deadly game IMHO.

Maybe something like this.

X hit points (based on class) + con modifier + so many per lvl depending on class.

Anyway TTYL
#42

backstabbist

May 27, 2009 18:33:23
Where exactly dose one buy a d16 or a d24? just asking.

from the Internet, they have everything

The thread went to archive, but youcan get rolling methods 2d17 + 1d13 thread
#43

narukagami

May 27, 2009 18:35:01
Back in the old days you'd just get a number range, and it was up to you to figure it out how to roll it.
#44

Yar

May 30, 2009 13:12:24
I remember the old days. YOu would quest thrugh 10' feet of snow For hundred of miles Up hill both ways. Oh and in my day we dident have fancy swords. You just Hit the orcs with a rock and ya liked it. Hell, They Havent even invented 6th lv spells yet. You kids and your fancy power word kills and delayed Whats'its fireballs. Go back to school hippies.
#45

narukagami

May 31, 2009 2:53:15
I remember the old days. YOu would quest thrugh 10' feet of snow For hundred of miles Up hill both ways. Oh and in my day we dident have fancy swords. You just Hit the orcs with a rock and ya liked it. Hell, They Havent even invented 6th lv spells yet. You kids and your fancy power word kills and delayed Whats'its fireballs. Go back to school hippies.

You don't even want to KNOW how we got those rocks either.
#46

backstabbist

May 31, 2009 8:30:43
wait
your DM let you have rocks?
... all we got was Harsh Language, and it was a Rusty Dull Harsh Language dropped by a goblin


Player: Are you telling us that when you described it as a 'dragon perched on a huge pile of treasure', is actually a huge pile of 3Potions and a Scroll of 'Grease'??????
GM: Well, it was in chests, so it looked more impressive
Player2: How many chests?
Player1: Yeah... those are like 5 gold each and...
GM: There are no chests... there are.. it was.... Look dude,its just a few potions.
Player2: Well I'm not gonna run around killing things that are at risk of vagrancy.
Player1: Next monster we see, you better write down exactly all the treasure we can spot and then we'll tell you if we fight it or not
#47

Yar

Jun 10, 2009 13:22:16
This was originaly poasted in the BGC conversion thread but i think it fits better sere sense it not technicaly a conversion.

DF Thermite cannon (mecha weapon) PL6
Damage: See below
Critical: 20/x2
Damage: 8d6 The first round 10d6 the second round.
Type: Balistic And fire
Range Incrament: 60 ft
Rate Of Fire: Single
Magizine: 10 Box
Size: Huge
Purchace Dc: 31
Restriction: Mil (+3)

Description: This weapon uses a high tech armor peircing warhead That has a delayed Fuse thermite Charge within it. The initial Attack delivers 8d6 points of damage and ignore 5 points of hardness. if the attack fails to do any damage than ignore the second round damage. However if the initial attack delivered damage the warhead delivers its Secondary effect On the second round the thermote reaction begains Delivering 10d6 fire damge, This damage ignores 1/2 of the hardness of the mecha. On a critical hit the mecha May suffer ammo cooking. To avoid the cookoff the mecha pilot has to roll a reflex save dc 17 or suffer ammo cooking The ammo takeing Double weapon damage from a randomly determined ranged weapon. An energy weapons Simply get a melted battery The mecha dosen't suffer the Cook damage but still looses the ammo.
#48

kronos182

Oct 10, 2009 16:00:15

Thread necroing


Spaced Mesh
This lightweight chicken-wire style mesh is held out from the surface of a mech, or vehicle, to a distance of about one foot. Although it can look rediculous, it does gain some protection from high explosive antitank rounds. Spaced mesh was first used on tanks during fighting in places like Afgahnistan where U.S. forces were losing tanks to RPGs and similar infantry launched antitank rounds, from actual chicken wire and wire mesh from screen doors.


The mesh, when struck by antitank rounds that used shaped charges, is far enough away from the main armour that the jet from the charge is defused enough to do only superficial damage. The mesh has no effect on kinetic energy penetrators or energy weapons with antitank properties.


Benefit: Spaced mesh negates the antitank round's ability to ignore Hardness/DR, provided it uses shaped charges and similar principles from weapons such as the M72A3 LAW and RPG-7s, and also halves their damage. Eg: A M72A3 normally deals 10d6 damage and ignores 10 points of hardness, against spaced mesh only deals 5d6 damage and the armour's hardness/DR works against the remainder damage.


Unfortunately, after each attack, spaced mess becomes less effective as it becomes damaged. After the mech has suffered 30 points of damage, spaced mesh is rendered useless and must be replaced.


Spaced mesh costs 11 PDC and weighs 10 lbs for a Large sized vehicle/mech. Increase PDC by +1 and weight by 5 lbs for every increase in size of vehicle beyond large.