PL9 Mecha

Post/Author/DateTimePost
#1

always1sttodie

May 05, 2008 20:34:09
I have a bit of an issue. Simply put by the time PL9 comes around technology is so advanced that Mecha would most likely be able to possess far more systems than they do in previous eras.

Mind you I do no want Mecha's running around with 35 weapon systems and calling it 'lightly armed', but I think that several systems should simply become 'free' or reduced in slots as efficient technology become avail to miniaturize components.

For example:
Copilot Cockpit - Normally 3 could easily be reduced 2 or even 1 on a G sized or larger Mecha.

Space Skin - By PL9 I would think this feature would come standard on about every model. As such research has simply implemented it into the superstructure of the Mech and managed to add it without reducing additional equipment capacity.

I'm going to be running a PL9 Urban Arcana (yes, you read that right, sci-fi meets magic) campaign soon and I'll be devising all sorts of mech models for use. Besides having to recalibrate the entire mech weapons list to include PL9 weaponry I'm looking for a few opinions as to what sort of advancements in mech technology would have been made by PL9.
#2

nadaka

May 06, 2008 12:47:13
I guess that the evangelion might be considered a pl9 organic-tech mecha. Of course the power to rewrite the universe might be a tad on the powerful side.
#3

doomsought

May 06, 2008 15:23:55
Increase the limit of extra slots of a type to 2 (for the extra slots options future tech)

look into powered armor as med mecha for some gadget tricks

also look into converting some older starship weapons into mecha weapons
adding enchantments is always the same, but look around eberon if you want to have get into that.

Energy Shields get deployed as actual option for the first time.
each type has a number of hit points and regeneration score.
If a shield goes down completely it is a move action to re-deploy.
alternate high hp to high reg as you go up in power level.
50HP 5reg, 40hp 10 reg, 100hp 10 reg, 80hp 20 reg, so on.

remember that nukes will always be deployed on cruise-missiles so will have a minimum range well above the damage radius. and will earn the anger of the government, citizenry, and local vigilantes. Not to say you can't use them.
#4

backstabbist

May 06, 2008 21:27:39
also look into converting some older starship weapons into mecha weapons

Uh...
Lasers are availible to Grunts, Gundam, & Gunships all at PL6
Plasmaguns are made for Mechs at PL6 (Puma), but Grunts & ships dont get it till PL7
GravGuns (Railgun/MassCannon/MassCannon) come in... the Gravity age


I really hate the idea that they make fullauto lasers in pl6 from hand held pistols to Shipboard, and LargeShipboard, but they can only make one size laser for Mechs that go from Large to Collosal.

The PL9 Mechs could easily mount an ManaCannon instead of PlasCannon, for different mech sizes 6d8/8d10/10d12/12d20 L/H/G/C or maybe even a PBJCannon 8d6/10d8/12d10/20d12
#5

doomsought

May 07, 2008 17:55:57
Micro mass reaction rockets. PL9
Although available from pl7 as starship weapons these clean mini-nukes are now available as mecha weapons. this fist sized Rocket creats massive explosions, for a relatively cheep price.
Launcher 2 slots, missile pack (8) 1 slot
activation: attack action
Range increment: 200
Target: single target in 2000 feet plus burst radius
Duration: instant
Saving throw: reflex DC 18, for burst only
Damage: 10d8 typeless energy to target plus 10d8 concussive damage in 50' radius.
Crit: 19-20
Purchase DC: 26 for launcher, 17 for each missile pack(+3)

It is also available for the mini cruise missile luncher, with the fallowing changes:
Range increment: 2000
Target: single target in 20000 feet plus burst radius
Purchase DC: 30 for launcher, 20 for each 6 round missile pack.
The cruise missile launcher is modular and may fire missiles with different pay loads as long as they have the same Range increment (maybe a small nuke )


The Zero bore:
Destroy the space you in, 'nuff said.
3 slots
activation: attack action
Range increment: 60
Target: single target in 600 feet
Duration: instant
Damage: 16d8, ignores hardness
Crit: 20
Purchase DC: 30

Relativistic gun:
This is the BIG GUN, the final boss, the enemies greatest weapon,unless they have a nuke... maybe.
It cannot be mounted on anything smaller than a colossal mecha, that mecha must be equipped with a power core.
Slots: 10 if it doesn't use the arm slots its its own freaking turret.
activation: attack action
Range increment: 100'
Target: single target in 1000' plus line
Duration: instant
Damage: 16d12 ballistic, plus all in a 15' diameter line from the cannon to target take 3d4 sonic damage from the sonic boom made by the shell.
Crit: 19-20
Purchase DC: 50 (+4 Illegal)

Energy shields
Energy shields take damage before the mecha, they have thier own independent number of hit points, once these reach zero the mecha begins taking the damage and it is a move action to begin regenerating the shields from zero. Shields always regenerate hit points at the end of the pilots turn.
Type 1
50HP 5reg
DC 25 (+2)
Type 2
40HP 10reg
DC 30 (+2)
Type 3
100HP 10reg
DC 35 (+2)
Type 4
80HP 20reg
DC 40 (+2)
Type 5
200HP 20reg
DC 45 (+3)
Type 6
160HP 40reg
DC 52 (+3)
All shield systems take 2 slots except types 5&6, which take 3
If hit by an EMP missile the pilot must make a comp use check DC 20 or the shields will be dropped by half their HP but the mecha will take no other effect
as long as the shields were on.

Deadeye mass driver:
Remember that nice expensive enchantment they used to put on those old sniper riffles? Its come back!
a +1 to +3 enchantment bonus plus no penalty for 5 range increments, and only -1 for each after that!
DC 44 (+1), 49(+2), 54(+3)

Keen electro scimitars!
crit threat 15-20...
thats just evil bad wrong fun.
put it on a minion, don't tell them out right, but it will re-occur until they take it.
#6

always1sttodie

May 07, 2008 23:03:18
Relativistic gun:
This is the BIG GUN, the final boss, the enemies greatest weapon,unless they have a nuke... maybe.
It cannot be mounted on anything smaller than a colossal mecha, that mecha must be equipped with a power core.
Slots: 10 if it doesn't use the arm slots its its own freaking turret.
activation: attack action
Range increment: 100'
Target: single target in 1000' plus line
Duration: instant
Damage: 16d12 ballistic, plus all in a 15' diameter line from the cannon to target take 3d4 sonic damage from the sonic boom made by the shell.
Crit: 19-20
Purchase DC: 50 (+4 Illegal)

Very nice. I already have a design similar to that but it hits with the power of a Null Mine. Of course there is only one Mecha in the campaign that has it equipped and it's aptly named 'Apocalypse' and it's a plot device that no PC will ever fire.

Energy shields
Energy shields take damage before the mecha, they have thier own independent number of hit points, once these reach zero the mecha begins taking the damage and it is a move action to begin regenerating the shields from zero. Shields always regenerate hit points at the end of the pilots turn.

Nice concept, I've been doing something similar but with no regeneration on the shields each round. Once they're spent the power core needs to recharge them out of combat. My shields range from 200 to almost 1,000 extra HPs.


Deadeye mass driver:
Remember that nice expensive enchantment they used to put on those old sniper riffles? Its come back!
a +1 to +3 enchantment bonus plus no penalty for 5 range increments, and only -1 for each after that!
DC 44 (+1), 49(+2), 54(+3)

Very nice, I like that.

Keen electro scimitars!

Heh, brutal. I'm a fan of the expanded multiplier for critical hits rule (x5 - x10) damage on certain criticals. I need to incorporate considering how high some of the HP values get.

Mind you that only 'boss' NPCs and PCs ever get the really sick mechs. Most of the time they're dealing with standard models who have armaments to match the PCs defenses. Also critical hits damaging shields happens more often than I thought it would so the insanely high HP totals some of the shields add really don't off set the game to much.

When I'm less lazy I'll post some of my specs for mech gear if people are interested.
#7

backstabbist

May 08, 2008 22:50:34
Ultralight McMachinePistol (PL7/8/9)
Collosal Mech (100' minimum)
Slots: 0/ Hand Held
Activation: attack action
Range increment: 4000
Target: Single or Area
Duration: instant
Damage: 18d8 / 36d8 Burst
Crit: 20
ROF: Semi/Auto/Burst
Purchase DC: 30

The salvage yards of BackbreakIV devised a new McGun for their reconstructed giant robot mech: The stripped down a wrecked AssaultFighter ship, removing all the lifesupport, drives, computers and such... and welded a giant pistol grip to the bottom and aiming sights on the top. A quick wiring of a $3 button on the grip to the firecontrol panel inside, and their giant mech has the firepower of Burstfire Linked Particlebeams as a pistolship.

In PL8 they did away with the ship hull, and developed it as a DoubleParticlePistol usable by Gargan as well. Developements in Partcle efficiency raised damage to 18d10/36d10 Burst

In PL9 it was deveoped with Miniaturization included, allowing any size mech to carry one, and the current powersupplies allow 18d12/36d12. The larger QuadParticle version made for Gargan or bigger is
QuadParticle McCannon
Gargan or CCollossalll
Slots: 2 (must be Arm if Gargan)
Damage: 24d12/48d12 Burst
#8

backstabbist

May 15, 2009 14:49:57
Should we make a NonLethal/LtL weapon for these high PL mechs?
#9

narukagami

May 15, 2009 15:38:50
d20 Mecha. 'Nuff said.

:P
#10

backstabbist

May 16, 2009 0:05:16
Is there a use for a 57AutoCannon 'BeanBag' load for non-lethal McAmmo?