Mecha Equipment

Morrus

Well, that was fun
Staff member
Mecha equipment falls into several categories: flight systems, sensor systems, defense systems, weapons (both hand-held and integrated), and miscellaneous systems.
Installing a piece of equipment on a mecha—be it a weapon or some other integrated system—requires a Craft (mechanical) check (DC 20). The check is made after investing an amount of time determined by the mecha’s size: Large 10 minutes, Huge 30 minutes, Gargantuan 1 hour, Colossal 3 hours. If the weapon or system occupies more than one equipment slot on the mecha, multiply the installation time by the number of slots it takes up. An integrated weapon or system can be removed in half the time with a successful Repair check (DC 20).
In addition to a general description, each piece of equipment includes the following information:
Equipment Slots: The number of equipment slots needed to install the equipment. Some pieces of equipment are limited to specific body slots, as noted here.
Activation: How long it takes to activate the piece of equipment (usually an attack action).
Range/Range Increment: A range listing indicates the maximum distance out to which the equipment functions. If a range increment is listed instead, it represents the distance at which accuracy begins to decline, as per the rules on range increments.
Unless otherwise noted, equipment with a range increment has a maximum of ten increments.
Target or Targets/Effect/Area: This entry starts with one of three headings: Target, Effect, or Area. If the target of the component is You, you do not receive a saving throw (and there is no saving throw entry for the piece of equipment). If a component is a weapon capable of autofire, it will be noted here.
Duration: The amount of time a piece of equipment continues to operate before it needs to be reactivated, or how long its effect lasts. A duration of persistent means the equipment functions until the mecha is destroyed (reduced to 0 hit points) or the mecha’s operator turns it off (usually as a free action).
Saving Throw: If a piece of equipment calls for a saving throw, the type of saving throw is listed here, along with the effect of a successful save.
Purchase DC: The purchase DC for the Wealth check to acquire the equipment.
Restriction: The level of license required to purchase the equipment legally.
[h=5]Leave Room for the Pilot[/h] When equipping a mecha from scratch, make sure to leave at least two vacant equipment slots for the mecha operator’s cockpit. (The cost of the cockpit is already factored into the mecha’s base purchase DC.) On Large mecha, the operator always occupies two of the following three equipment slots: helmet, torso, and back. On Huge and bigger mecha, the designer has more choice when placing the operator’s cockpit.
Copilot and passenger cockpits are described under Miscellaneous Equipment.


[h=3]MECHA - FLIGHT, SENSOR, DEFENSE AND MISCELLANEOUS SYSTEMS[/h]

[h=5]MECHA FLIGHT SYSTEMS[/h] All mecha are equipped with legs that allow them to walk and run. A mecha’s size determines its base speed, as noted in Table: Mecha Sizes. This section describes various optional flight systems. To build a flight system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the flight system’s purchase DC.
[h=6]AFTERBURNER SYSTEM (PL 6)[/h] The afterburner system dumps a shot of raw fuel into the mecha’s thruster system, giving the mecha a temporary speed boost. The mecha’s fly speed is doubled for 1 round. The afterburner system is good for only one use; additional activations require additional afterburner systems.
Equipment Slots: 1, must be torso, back, or leg
Activation: Free action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Purchase DC: 8 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]JETPACK (PL 6)[/h] A jetpack combines vectored thrust with simple avionics, granting the mecha a fly speed of 100 feet (clumsy). The jetpack carries enough fuel for the mecha to travel a total of 1,000 feet; refueling has a purchase DC of 16.
Equipment Slots: 1, must be back or boots; or 2, must be left leg and right leg
Activation: Free action
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]JET-ASSIST WINGS (PL 7)[/h] Jet-assist wings allow a flying mecha to maneuver more effectively, but do not provide the mecha with the ability to fly. A mecha with jet-assist wings improves its flight maneuverability by one category (clumsy to poor, poor to average, and so on).
Equipment Slots: 1, must be back or shoulders (Large or Huge); 2, must be back or shoulders (Gargantuan or Colossal).
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 5 + one-quarter the mecha’s purchase DC
Restriction: None
[h=6]THRUSTER BOOTS (PL 7)[/h] Thruster boots combine powerful fusion thrusters to give the mecha a fly speed of 150 feet (poor).
Equipment Slots: 1, must be boots
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10 + one-quarter the mecha’s purchase DC.
Restriction: None
[h=6]RAMJET THRUSTER BOOTS (PL 8)[/h] The best thruster system available uses ramjet technology to improve the performance of the PL 7 thruster boots, granting the mecha a fly speed of 200 feet (poor).
Equipment Slots: 1, must be boots
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10 + one-quarter the mecha’s purchase DC
Restriction: None

[h=5]MECHA SENSOR SYSTEMS[/h] Sensor systems make it easier for mecha operators to perceive their surroundings; however, not all mecha are equipped with sensors (or even require them). In such cases, mecha operators must rely on their own acute vision and hearing.
A mecha equipped with sensors conducts passive scans of the surrounding area constantly, without the operator’s attention. A passive scan extends in all directions at once, providing the operator with data on surrounding terrain, obstacles, and the location of other creatures, vehicles, and mecha within several miles of the mecha’s position.
A sensor system can also be used to conduct an active scan of a single target. With a successful Computer Use check (DC 15) and a move action, a mecha’s operator can use the onboard sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine specific information about that target, as specified in the sensor system’s description.
To build a sensor system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.
[h=6]CLASS I SENSOR SYSTEM (PL 6)[/h] This sensor system includes air/space radar that allows a mecha operator to scan the basic topography of the surrounding area and pick out targets well enough to aim weapons at them. A Class I sensor system grants a +2 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
  • The target’s size.
  • The target’s locomotive capabilities.
  • The target’s present direction or trajectory.
Equipment Slots: 1
Activation: Move action (active scan mode only)
Range: 1-mile-radius emanation centered on your mecha
Target: 1 nonliving target (active scan only).
Duration: Persistent (passive scan mode) or 1 round (active scan mode)
Saving Throw: None
Purchase DC: 18
Restriction: None
[h=6]CLASS II SENSOR SYSTEM (PL 6)[/h] This sensor system includes an electromagnetic (EM) detector array that localizes electromagnetic emissions, and an infrared detector that tracks targets by their heat signatures. It also incorporates a high-resolution video system that differentiates targets by their visual profile. The hi-res video system incorporates a zoom feature, allowing close inspection of distant targets. A Class II sensor system grants a +2 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
  • The target’s size.
  • The target’s locomotive capabilities.
  • The target’s present direction or trajectory.
  • The number of living creatures aboard, if applicable.
  • The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
  • The target’s weapon systems (functional and nonfunctional).
Equipment Slots: 1
Activation: Move action (active scan mode only)
Range: 1-mile-radius emanation centered on your mecha
Target: 1 nonliving target (active scan only)
Duration: Persistent (passive scan mode) or 1 round (active scan mode)
Saving Throw: None
Purchase DC: 21
Restriction: None
[h=6]CLASS III SENSOR SYSTEM (PL 6)[/h] This system combines the features of the Class II sensor system with an advanced night-vision unit.
The mecha operator gains darkvision to a range of 90 feet. A Class III sensor system also grants a +2 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
  • The target’s size
  • The target’s locomotive capabilities
  • The target’s present direction or trajectory
  • The number of living creatures aboard, if applicable.
  • The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
  • The target’s weapon systems (functional and nonfunctional).
Equipment Slots: 1
Activation: Move action (active scan mode only)
Range: 1-mile-radius emanation centered on your mecha
Target: 1 nonliving target (active scan only)
Duration: Persistent (passive scan mode) or 1 round (active scan mode)
Saving Throw: None
Purchase DC: 25
Restriction: Licensed (+1)
[h=6]ENIGMA SENSOR SUITE (PL 6)[/h] Using a combination of thermal imaging, X-rays, and vibration sensors, the Enigma sensor suite enables the operator to effectively see through solid objects. Fine details can’t be detected, but a mecha using the Enigma suite could tell, for example, that three Medium-size humanoids were crouched behind a closed door, or that an escape tunnel runs from one building to another.
A mecha with the Enigma suite reduces the effects of concealment by two grades. Thus, an object with total concealment (50% miss chance) would have three-quarters concealment (30% miss chance) instead.
Equipment Slots: 1
Activation: None
Range: 150 feet
Area: Cone-shaped emanation
Duration: 1 round
Saving Throw: None
Purchase DC: 29
Restriction: None
[h=6]ORACLE TARGETING SYSTEM (PL 6)[/h] The standard computer-assisted targeting system for mecha combines holographic displays and heuristic target-prediction profiling to increase a mecha operator’s accuracy. The system grants an enhancement bonus on attack rolls (+1 to +5) when using a specific ranged weapon selected by the operator. Switching the bonus from one weapon to another requires a move action.
The Oracle system has five different categories (denoted Mark I through Mark V). The purchase DC varies depending on the enhancement bonus conferred.
Equipment Slots: 1, must be helmet or visor
Activation: Move action (to activate or switch)
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 16 for Mark I (+1), 18 for Mark II (+2), 20 for Mark III (+3), 22 for Mark IV (+4), 24 for Mark V (+5)
Restriction: None
[h=6]CLASS IV SENSOR SYSTEM (PL 7)[/h] This system includes electromagnetic (EM), infrared detector, hi-res video, and nightvision sensors similar to those found on the Class II and Class III systems. It also incorporates a ladar system that uses low-powered laser beams to quickly locate and identify difficult terrain, distant obstacles, and targets.
The mecha operator gains darkvision to a range of 120 feet. A Class IV sensor system also grants a +4 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
  • The target’s size
  • The target’s locomotive capabilities
  • The target’s present direction or trajectory
  • The number of living creatures aboard, if applicable
  • The composition of the target’s hull or superstructure, as well as the type of its armor, if any
  • The target’s weapon systems (both functional and nonfunctional)
  • How much damage (in hit points) the target has taken
Equipment Slots: 1
Activation: Move action (active scan mode only)
Range: 10-mile-radius emanation centered on your mecha
Target: 1 nonliving target (active scan only)
Duration: Persistent (passive scan mode) or 1 round (active scan mode)
Saving Throw: None
Purchase DC: 27
Restriction: Licensed (+1)
[h=6]CLASS V SENSOR SYSTEM (PL 7)[/h] This system improves upon earlier sensor systems by replacing the air/space radar with powerful multiband radar that quickly and effortlessly identifies and tracks mecha, creatures, and vehicles. It also combines the electromagnetic, infrared, and video scanners into a single, more powerful array. The Class V sensor system also extends the mecha’s nightvision capability.
The mecha operator gains darkvision to a range of 180 feet. A Class V sensor system also grants a +6 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
  • The target’s size
  • The target’s locomotive capabilities
  • The target’s present direction or trajectory
  • The number of living creatures aboard, if applicable
  • The composition of the target’s hull or superstructure, as well as the type of its armor, if any
  • The target’s weapon systems (both functional and nonfunctional)
  • How much damage (in hit points) the target has taken
Equipment Slots: 1
Activation: Move action (active scan mode only)
Range: 10-mile-radius emanation centered on your mecha
Target: 1 nonliving target (active scan only)
Duration: Persistent (passive scan mode) or 1 round (active scan mode)
Saving Throw: None
Purchase DC: 30
Restriction: Licensed (+1)
[h=6]CLASS VI SENSOR SYSTEM (PL 8)[/h] This sensor system resembles the Class V sensor array, except that it replaces the multiband radar unit with multiphase radar capable of penetrating nearly any obstacle or barrier.
The mecha operator gains darkvision to a range of 180 feet. A Class VI sensor system also grants a +8 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
  • The target’s size
  • The target’s locomotive capabilities
  • The target’s present direction or trajectory
  • The number of living creatures aboard, if applicable
  • The composition of the target’s hull or superstructure, as well as the type of its armor, if any
  • The target’s weapon systems (both functional and nonfunctional)
  • How much damage (in hit points) the target has taken, and how much damage it can withstand (that is, hit points remaining).
Equipment Slots: 1
Activation: Move action (active scan mode only)
Range: 100-mile-radius emanation centered on your mecha
Target: 1 nonliving target (active scan only)
Duration: Persistent (passive scan mode) or 1 round (active scan mode)
Saving Throw: None
Purchase DC: 32
Restriction: Licensed (+1)
[h=5]MECHA DEFENSE SYSTEMS[/h] Defense systems include energy shields, life support systems, and other equipment intended to protect the mecha and its operator from harm.
To build a defense system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the defense system’s purchase DC.
[h=6]BULWARK TACTICAL SHIELD (PL 5)[/h] The Bulwark tactical shield—a high-tech version of the shields carried by knights of old—is worn on one of the mecha’s arms. It improves the mecha’s equipment bonus to Defense by +4.
Equipment Slots: 1, must be arm
Activation: None
Range: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 5 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]BASTION TACTICAL SHIELD (PL 6)[/h] The Bastion tactical shield improves upon the Bulwark tactical shield (see above). It improves the mecha’s equipment bonus to Defense by +6.
When not deployed, the Bastion tactical shield can retract into the mecha’s arm. Deploying or retracting the shield is a move action.
Equipment Slots: 1, must be arm
Activation: None or move action (see text)
Range: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 5 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]LX-10 ANTISHOCK ARRAY (PL 6)[/h] The LX-10 antishock array grounds the mecha and protects it against electrical attacks. The mecha gains electricity resistance 10.
Equipment Slots: 1
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 21
Restriction: None
[h=6]BARRICADE TACTICAL SHIELD (PL 7)[/h] A larger version of the Bastion tactical shield, the Barricade shield not only improves the mecha’s equipment bonus to Defense by +8, but its superior ceramic coating grants the mecha fire resistance 10.
When not deployed, the Barricade tactical shield can retract into the mecha’s arm. Deploying or retracting the shield is a move action.
Equipment Slots: 1, must be arm
Activation: None or move action (see text)
Range: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 8 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]DELPHI DEFENSE SUITE (PL 7)[/h] he Delphi defense suite consists of a heuristic collision avoidance system, enhanced crew restraints, and a series of adrenal and nonadrenal autoinjectors for the mecha operator. The Delphi defense suite grants the operator a resistance bonus on all saving throws for 1 minute: +1 for the Mark I version and up to +5 for the Mark V version.
Equipment Slots: 1 (Mark I and Mark II versions), 2 (Mark III, Mark IV, and Mark V versions)
Activation: Attack action
Range: Personal
Target: You
Duration: 1 minute
Saving Throw: None
Purchase DC: 21 for Mark I (+1), 23 for Mark II (+2), 25 for Mark III (+3), 27 for Mark IV (+4), 29 for Mark V (+5)
Restriction: None
[h=6]LIGHT FORTIFICATION (PL 7)[/h] The mecha’s structural integrity is reinforced so it can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check. Light fortification takes the place of one of the mecha’s equipment slots.
Equipment Slots: 1 (equivalent)
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10 + one-half the mecha’s base purchase DC
Restriction: Licensed (+1)
[h=6]LX-20 ANTISHOCK ARRAY (PL 7)[/h] Similar to the LX-10 antishock array, the LX-20 antishock array grants the mecha electricity resistance 20. In addition, it insulates and protects the crew from the collateral dazing effect of an electromagnetic pulse, such as the type caused by an M-70 EMP rocket launcher (page 163).
[h=6]CLOAKING SCREEN (PL 8)[/h] The cloaking screen warps light and energy around the mecha, rendering it invisible to visual and electronic sensors.
A cloaked mecha has total concealment. To attack a cloaked mecha, an attacker must guess in which square the mecha currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses. A cloaked mecha gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving. Pinpointing the location of a cloaked mecha that isn’t attempting to hide requires a Spot check against DC 40 if immobile or DC 20 if moving (as if the mecha operator had rolled a 0 on the Hide check).
Equipment Slots: 1
Activation: Attack or move action
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 20 + one-quarter the mecha’s base purchase DC
Restriction: Military (+3)
[h=6]DEFLECTION FIELD (PL 8)[/h] The deflection field uses broadcast magnetics to provide a semipermeable energy field around the mecha. It provides a +1 to +5 deflection bonus to the mecha’s Defense. The purchase DC of the system is based on the type of field (denoted Mark I through Mark V).
The operator can activate or deactivate the deflection field once per round as a free action.
Equipment Slots: 1
Activation: None or free action (see text)
Range: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 24 for Mark I (+1), 27 for Mark II (+2), 30 for Mark III (+3), 33 for Mark IV (+4), 36 for Mark V (+5)
Restriction: Licensed (+1)
[h=6]MEDIUM FORTIFICATION (PL 8)[/h] Similar to the light fortification system, the medium fortification system converts 75% of all critical hits into regular hits.
Medium fortification takes the place of two of the mecha’s equipment slots.
Equipment Slots: 2 (equivalent)
[h=6]HEAVY FORTIFICATION (PL 9)[/h] Similar to the light fortification system, the heavy fortification system converts all critical hits into regular hits.
Heavy fortification takes the place of three of the mecha’s equipment slots.
Equipment Slots: 3 (equivalent)
[h=5]MISCELLANEOUS EQUIPMENT[/h] This section describes various other pieces of mecha equipment that don’t fall neatly under the other categories, including a variety of electrical systems.
Building a system from scratch requires a character to make a Wealth check against the system’s purchase DC, invest time in its assembly, and succeed at a Craft (electrical), Craft (mechanical), or Craft (structural) check (DC 30)—whichever seems most appropriate given the type of equipment. See the Craft skill description for further guidance. A character without the appropriate electrical or mechanical tool kit takes a –4 penalty on the skill check.
[h=6]COCKPIT, COPILOT (PL 5)[/h] This extra cockpit provides a comfortable station inside the mecha for a Small or Medium-size copilot. A copilot has the ability to fire the mecha’s ranged weapons, perform active scans using the mecha’s sensor systems, or aid the pilot’s attacks and skill checks (using the aid another action). Melee combat, defense, and movement remain under the control of the mecha’s operator in the main cockpit. A copilot doesn’t grant the mecha additional attacks in a round, and only one character may fire each ranged weapon each round. The mecha operator or copilot can transfer weapon control as a free action.
As a move action, the mecha’s operator can lock out one or more copilot cockpits, shutting off the cameras, locking the hatches, and so on.
It takes a successful Computer Use check (DC 25 if the operator is disabled, 35 if the operator is still active) to switch overall control of the mecha to a copilot cockpit.
Equipment Slots: 3, must be torso or back
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 20
Restriction: None
[h=6]COCKPIT, PASSENGER (PL 5)[/h] This extra cockpit merely provides a comfortable place inside the mecha for a Small or Medium-size passenger to sit. The passenger can’t do anything other than observe the surroundings (seeing exactly what the mecha’s operator sees), communicate privately with the operator and publicly over open frequencies, and leave the cockpit as a full-round action. As a move action, the operator can prevent any of the above by shutting off the cameras, locking the hatch, and so on.
Equipment Slots: 2, must be torso or back
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 20
Restriction: None
[h=6]COMM SYSTEM (PL 5)[/h] The mecha is equipped with a radio transceiver that can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode. It can handle up to ten simultaneous two-way conversations.
Equipment Slots: 0
Activation: Free action
Range: 100 miles
Target: One or more radio transceivers
Duration: Persistent
Saving Throw: None
Purchase DC: 21
Restriction: None
[h=6]LIFE SUPPORT SYSTEM (PL 5)[/h] The mecha’s life support system provides a closed environment, allowing the mecha operator to ignore the effects of inhaled poisons and immersion in water. The onboard air supply lasts for 24 hours. A mecha equipped with a life support system has one less equipment slot.
Equipment Slots: 1 (equivalent)
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 14
Restriction: None
[h=6]HV-5 HAVEN ESCAPE POD (PL 6)[/h] The HV-5 Haven escape pod jettisons the cockpit and the mecha operator from the rest of the mecha (typically because the mecha is about to be destroyed). The operator can activate it as a move action and move normally at the Haven’s fly speed. The Haven can also be activated as a free action, in which case it flies under the operator’s direction up to its fly speed, but can move no farther that round.
The Haven escape pod has a fly speed of 90 feet (clumsy), 50 hit points, hardness 10, and a Defense of 18. Three rounds after it jettisons from the mecha, it runs out of fuel, landing or crashing as appropriate.
Equipment Slots: 1, must be torso
Activation: Free action or move action (see text)
Range: Personal
Target: You
Duration: 3 rounds
Saving Throw: None
Purchase DC: 15 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]SPACE SKIN (PL 6)[/h] Space skin colloquially refers to a series of environmental stabilizers that allow the mecha operator (and other living creatures aboard the mecha) to ignore the effects of vacuum, thus enabling the mecha to operate in space.
A mecha equipped with space skin has one less equipment slot.
Equipment Slots: 1 (equivalent)
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 18
Restriction: None
[h=6]STEALTH SUITE (PL 6)[/h] Based on high-tech low observables technology, this combination of sound baffles, heat dispersers, and nonreflective paint combines to give the mecha a +10 bonus on Hide and Move Silently checks. Cost and the size penalty combine to make this structural option impractical on all but the smallest mecha.
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: Licensed (+1)
[h=6]ADVANCED DIAGNOSTICS (PL 7)[/h] Multiple redundant systems coupled with the ability to detect and correct minor system faults allow the mecha to repair moderate damage. Advanced diagnostics restores 1d10 points of damage per hour, during which time the mecha cannot move or attack. Only the mecha’s bonus hit points are repaired, not damage to the mecha’s operator.
Equipment Slots: 1
Activation: Move action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Purchase DC: 15 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]STRUCTURAL ENHANCEMENT (PL 7)[/h] Significant advances in engineering inspire a series of modifications to the mecha’s superstructure, granting it an additional 50 hit points. A mecha can undergo structural enhancement multiple times, gaining 50 additional hit points each time, but it can never have more than twice its starting hit points (as noted in Table: Mecha Sizes).
A character may structurally enhance a mecha with a successful Craft (structural) check (DC 30) after devoting an amount of time that varies depending on the mecha’s size: Large 30 hours, Huge 60 hours, Gargantuan 120 hours, Colossal 240 hours. A character attempting the procedure without a mechanical tool kit takes a –4 penalty on the skill check.
Each time a mecha is structurally enhanced, it loses one equipment slot.
Equipment Slots: 1 (equivalent)
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 15 + one-half the mecha’s base purchase DC
Restriction: None
[h=6]ZERO-G STABILIZER (PL 7)[/h] A zero-G stabilizer allows the mecha and its operator to function normally in low-gravity and zero-gravity environments, as though the operator has the Zero-G Training feat (see page 15).
Equipment Slots: 1
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 15
Restriction: None
[h=6]CRACKERJACK NEURAL LINK (PL 8)[/h] This unit links the operator’s brain directly to the mecha, making it feel less like a machine and more like an extension of the operator’s body. While driving or piloting the mecha, the operator gains a +2 bonus on initiative checks. In addition, the operator can use any of his nonmecha-specific feats while operating a mecha. (This ability does not grant the operator any new feats.)
Equipment Slots: 1, must be helmet or cranium
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 15 + one-quarter the mecha’s base purchase DC
Restriction: Restricted (+2)
[h=6]NANOREPAIR UNIT (PL 8)[/h] State-of-the-art nanites swarm over the surface of the mecha at the first indication of damage. The mecha automatically heals 5 points of damage per round. The nanorepair unit ceases to function if the mecha loses all its hit points.
Equipment Slots: 1
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 15 + one-quarter the mecha’s base purchase DC
Restriction: Restricted (+2)


[h=3]MECHA - WEAPONS[/h]

Mecha use both melee and ranged weapons to dispatch foes. In addition, a weapon can either be handheld or integrated into the mecha’s superstructure; each version has its benefits.
Handheld Weapons: A handheld weapon does not cost an equipment slot. However, a mecha with a handheld weapon can be disarmed.
Integrated Weapons: An integrated weapon takes up one or more of the mecha’s equipment slots, but the mecha cannot be disarmed of the weapon. Table: Mecha Weapons summarizes each weapon’s statistics.
To build a handheld or integrated weapon from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 60 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.

Table: Progress Level 5 Ranged Weapons
Weapon1DamageCriticalDamage TypeRange IncrementRate of FireMagezineSizeWeightPurchase DCRestriction
Progress Level 5: Information Age
A3X Dragon flame thrower4d6-Fire-Single20 int.Large75 lb.21Mil (+3)
M-9 Barrage chaingun5d620Ballistic60 ft.S, ALinkedHuge100 lb.21Res (+2)
M-53 Firestar rocket launcher10d6-Fire-Single6 int.Huge35 lb.24Mil (+3)
M-55 Crud rocket launcher10d6-Slashing-Single6 int.Huge35 lb.24Mil (+3)
M-87 Talon missile launcher15d620Ballistic/Fire-Single4 int.Huge20 lb.23Mil (+3)
PS-15 Panther clawsVaries119-20Slashing---Varies1-Varies1-
Thunderbolt shock rodVaries120Electicity/Bludgeoning---Varies1-Varies1-
Warpath recoilless rifle10d620Ballistic40 ft.S, A20 boxHuge50 lb.22Mil (+3)

Progress Level 6: Fusion Age
Corona microwave beam5d620Fire15 ft.Single-Large15 lb.19Res (+2)
LK8 armor-piercing pikeVaries1x3Piercing---Varies1-Varies1-
M-21 Comet autolaser8d620Fire75 ft.S, A-Huge40 lb.22Mil (+3)
M-70 EMP rocket launcher10d6220Electricity-Single6 int.Huge35 lb.27Mil (+3)
M-75 Cricket rocket launcher10d62-Sonic-Single6 int.Huge35 lb.25Mil (+3)
NKP Puma pop-up turret8d620Fire75 ft.Single-Large20 lb.23Mil (+3)
T-95 Cavalcade chaingun7d620Ballistic60 ft.S, ALinkedHuge80 lb.21Res (+2)
Typhoon 240 laser cannon10d620Fire100 ft.Single-Huge80 lb.25Mil (+3)

Progress Level 7: Gravity Age
Chrysanthemum laser array16d6-Fire-Single1 int.Huge50 lb.26Mil (+3)
M-300 Rhino mass cannon8d1220Ballistic100 ft.Single-Huge65 lb.29Mil (+3)
PS-25 Tiger clawsVaries119-20Slashing---Varies1-Varies1-
Tsunami 480 plasma cannon12d6See textFireSee textSingle-Huge75 lb.25Mil (+3)
XJ-A Python electro-whipVaries120Electricity---Varies1-Varies1-

Progress Level 8: Energy Age
Avenger electro-scimitar3Varies118-20Slashing/Electricity---Varies1-Varies1-
LT-5 Longshot mass driver15d620Ballistic120 ft.Single10 boxHuge90 lb.24Mil (+3)
RP-91 Reaper laser scythe3Varies1x4Slashing/Fire---Varies1-Varies1-
1 See the weapon’s description for details.
2 See the weapon’s description for collateral effects to crew and passengers.
3 This mastercraft weapon grants a +1 bonus on attack rolls.
[h=6]A3X DRAGON FLAME-THROWER (PL 5)[/h] Used primarily against soft, unarmored targets, the A3X Dragon flame-thrower sprays a 30-foot cone of burning liquid fuel. Anyone caught within the cone must succeed at a Reflex save (DC 13) or take 4d6 points of fire damage. The flame-thrower carries enough fuel for 20 attacks; refueling the tank has a purchase DC of 12.
Equipment Slots: 1
Activation: Attack Action
Range Increment: Emanates from mecha
Area: 30-foot cone
Duration: Instantaneous
Saving Throw: Reflex half (DC 13)
Purchase DC: 21
Restriction: Military (+3)
[h=6]M-9 BARRAGE CHAINGUN (PL 5)[/h] Essentially a high-tech version of the medium machinegun, the M-9 Barrage has multiple barrels that fire large-caliber ammunition, dealing 5d6 points of ballistic damage on a successful hit. The base unit has enough room for four 50-round ammo belts. Each additional equipment slot devoted to ammo storage has room for six more ammo belts. Each additional ammo belt has a purchase DC of 8.
Equipment Slots: 1, must be hand (or arm if Large), arm, or shoulders
Activation: Attack action
Range Increment: 60 feet
Target: Single target within 600 feet, or autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 21
Restriction: Restricted (+2)
[h=6]M-53 FIRESTAR ROCKET LAUNCHER (PL 5)[/h] M-53 Firestar rocket launchers fire self-guided incendiary-tipped rockets at any point within range. When the rocket reaches the designated target point—which can be a point in mid-air—it explodes, dealing 10d6 points of fire damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the damage by half. The system carries six rockets.
Equipment Slots: 1 for launcher, must be hand (or arm if Large), arm, or shoulders; 1 for each six-rocket pack
Activation: Attack action
Range Increment: 200 feet
Area: 20-foot-radius burst
Duration: Instantaneous
Saving Throw: Reflex half (DC 17)
Purchase DC: 24 for rocket launcher and 6 rockets, 12 per additional 6-rocket pack
Restriction: Military (+3)
[h=6]M-55 CRUD ROCKET LAUNCHER (PL 5)[/h] The M-55 Crud rocket launcher is similar to the M-53 Firestar rocket launcher. M-55 Crud shells release high-velocity shrapnel that deals 10d6 points of slashing damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the damage by half.
[h=6]M-87 TALON MISSILE LAUNCHER (PL 5)[/h] The most common missile launcher installed on mecha, the M-87 Talon deals 15d6 points of damage to its target; half of the damage is ballistic damage, and half of the damage is fire damage. The missile’s guidance system negates the normal penalty for range increments.
Equipment Slots: 1 for launcher, must be hand (or arm if Large), arm, or shoulders; 1 for each 4-missile battery
Activation: Attack action
Range Increment: 2,000 feet
Target: Single target
Duration: Instantaneous
Saving Throw: None
Purchase DC: 23 for missile launcher and 4 missiles, 21 per additional 4-missile pack
Restriction: Military (+3)
[h=6]PS-15 PANTHER CLAWS (PL 5)[/h] A mecha equipped with these durable alloy claws can tear great rents in most metal plating. The claws can be extended or retracted as a free action.
The claws 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 2d6, Huge 2d8, Gargantuan 4d6, and Colossal 4d10. The claws have a critical threat range of 19–20.
The claws are one size category smaller than the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large)
Activation: Attack action
Range Increment: Touch
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]THUNDERBOLT SHOCK ROD (PL 5)[/h] The Thunderbolt shock rod is essentially a one-handed metal rod with an electrical current running through the end. Damage is determined by the size of the mecha wielding it: Large 6d6, Huge 8d6, Gargantuan 10d6, and Colossal 12d6. Half of the damage is bludgeoning damage, and half is electricity damage.
The shock rod’s size category is the same as the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large)
Activation: Attack action
Range Increment: Touch
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]WARPATH RECOILLESS RIFLE (PL 5)[/h] The Warpath recoilless rifle is a rapid-fire cannon that fires shells that detonate on impact. Each shell deals 10d6 points of damage, and the system’s magazine holds 20 shells.
Equipment Slots: 1 for rifle, must be hand (or arm if Large); 1 for each 20-round magazine.
Activation: Attack action
Range Increment: 40 feet
Target: Single target within 400 feet, or autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 22 for rifle and 20-round magazine, 15 per additional magazine
Restriction: Military (+3)
[h=6]CORONA MICROWAVE BEAM (PL 6)[/h] The Corona microwave beam is the cheapest PL 6 mecha energy weapon. It deals 5d6 points of fire damage on a successful hit.
Equipment Slots: 1
Activation: Attack action
Range Increment: 15 feet
Target: Single target within 150 feet
Duration: Instantaneous
Saving Throw: None
Purchase DC: 19
Restriction: Restricted (+2)
[h=6]LK8 ARMOR-PIERCING PIKE (PL 6)[/h] This massive carbon-alloy polearm deals piercing damage based on the size of the mecha wielding it: Large 2d10, Huge 4d10, Gargantuan 6d10, and Colossal 8d10. It deals triple damage on a successful critical hit. The mecha applies one and one-half times its Strength bonus on damage rolls when wielding the weapon with both hands. The pike has an extra 5 feet of reach.
The armor-piercing pike’s size category is one greater than the mecha’s size category, up to a maximum size of Colossal.
Equipment Slots: 1, must be hand (or arm if Large)
Activation: Attack action
Range: Touch
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]M-21 COMET AUTOLASER (PL 6)[/h] Consisting of a rotating ring of laser cannons, the M-21 Comet autolaser deals 8d6 points of fire damage with a successful attack.
Equipment Slots: 2, including hand (or arm if Large), arm, or shoulders
Activation: Attack action
Range Increment: 75 feet
Target: Single target within 750 feet, or autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 22
Restriction: Military (+3)
[h=6]M-70 EMP ROCKET LAUNCHER (PL 6)[/h] The M-70 EMP rocket launcher is similar to the M-53 Firestar rocket launcher. An EMP shell releases an electromagnetic pulse that deals 10d6 points of electricity damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the damage by half.
If a mecha takes any damage from an EMP rocket, all crew and passengers aboard the damaged mecha must succeed at a Fortitude save (DC 15) or be dazed for 1 round.
Purchase DC: 27 for rocket launcher and 6 rockets, 15 per additional 6-rocket pack
[h=6]M-75 CRICKET ROCKET LAUNCHER (PL 6)[/h] The M-75 Cricket rocket launder is similar to the M-53 Firestar rocket launder. A Cricket shell releases a sonic pulse that deals 10d6 points of sonic damage to everything within its burst radius. A successful Reflex save (DC 17) reduces the damage by half.
If a mecha takes any damage from a Cricket rocket, all crew and passengers aboard the damaged mecha must succeed at a Fortitude save (DC 15) or be deafened for 1d6 rounds.
Purchase DC: 25 for rocket launcher and 6 rockets, 13 per additional 6-rocket pack
[h=6]NKP PUMA POP-UP TURRET (PL 6)[/h] The NKP Puma pop-up turret is a miniature plasma cannon concealed under a breakaway hatch in a mecha’s hull. A triumph of miniaturization, it packs significant wallop in a small, versatile (it can be installed in any equipment slot) package. It deals 8d6 points of fire damage.
Equipment Slots: 1
Activation: Attack action
Range Increment: 75 feet
Target: Single target within 750 feet
Duration: Instantaneous
Saving Throw: None
Purchase DC: 23
Restriction: Military (+3)
[h=6]T-95 CAVALCADE CHAINGUN (PL 6)[/h] More compact and powerful than the M-9 Barrage chaingun, the M- 95 Cavalcade has multiple barrels that fire large-caliber ammunition, dealing 7d6 points of ballistic damage on a successful hit. The base unit has enough room for four 50-round ammo belts. Each additional equipment slot devoted to ammo storage has room for six more ammo belts. Each additional ammo belt has a purchase DC of 10.
Equipment Slots: 1, must be hand (or arm if Large), arm, or shoulders
Activation: Attack action
Range Increment: 60 feet
Target: Single target within 600 feet, or autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 21 for weapon, 10 for ammo belt
Restriction: Restricted (+2)
[h=6]TYPHOON 240 LASER CANNON (PL 6)[/h] A reliable laser cannon, the Typhoon 240 deals 10d6 points of fire damage with a successful attack.
Equipment Slots: 2, including hand (or arm if Large), arm, shoulders, or visor
Activation: Attack action
Range Increment: 100 feet
Target: Single target within 1,000 feet
Duration: Instantaneous
Saving Throw: None
Purchase DC: 25
Restriction: Military (+3)
[h=6]CHRYSANTHEMUM LASER ARRAY (PL 6)[/h] A barrage of phosphorus lasers deals massive damage to the mecha’s surroundings, making this a weapon of last resort. Everything within 60 feet of the mecha (but not the mecha itself) takes 16d8 points of fire damage, after which the lasers burn themselves out. A successful Reflex save (DC 25) means the target takes only half damage.
Once fired, the Chrysanthemum burst array becomes nonfunctional and must be replaced.
Equipment Slots: 1
Activation: Attack action
Range: 0 feet
Area: 60-foot-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half (DC 25)
Purchase DC: 26
Restriction: Military (+3)
[h=6]M-300 RHINO MASS CANNON (PL 7)[/h] The M-300 Rhino mass cannon charges a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball. The weapon deals 8d12 points of ballistic damage on a successful hit.
Equipment Slots: 2, including hand (or arm if Large), arm, or shoulders
Activation: Attack action
Range Increment: 100 feet
Target: Single target within 1,000 feet
Duration: Instantaneous
Saving Throw: None
Purchase DC: 29
Restriction: Military (+3)
[h=6]PS-25 TIGER CLAWS (PL 7)[/h] An improvement over the PS-15 Panther claws, PS-25 Tiger claws have monofilament edges that shear through armor plating like knives through butter. They can be extended or retracted as a free action.
The claws 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.
Equipment Slots: 1, must be hand (or arm if Large
Activation: Attack action
Range: Touch
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]TSUNAMI 480 PLASMA CANNON (PL 7)[/h] The Tsunami 280 plasma cannon has two aperture settings: focused beam and wide-angle beam. The mecha operator can switch between settings as a move action. The focused beam setting deals 12d6 points of fire damage with a successful ranged attack, and it has a critical threat range of 20. On the wide-angle setting, the weapon automatically hits everything within a 60-foot cone for 12d6 points of fire damage, but those in the area can make a Reflex save (DC 19) to reduce the damage by half. Critical hits aren’t possible on the wide-angle setting.
Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor
Activation: Attack action
Range Increment/Range: 150 feet (focused beam), or 60 feet (wide-angle
Target/Area: Single target within 1,500 feet, or 60-foot cone
Duration: Instantaneous
Saving Throw: None or Reflex half (DC 19; see text)
Purchase DC: 25
Restriction: Military (+3)
[h=6]XJ-A PYTHON ELECTRO-WHIP (PL 7)[/h] The XJ-A Python is an electrified cable with embedded servomotors that wrap around the target. The Python deals electricity damage according to the mecha’s size: Large 2d10, Huge 4d10, Gargantuan 6d10, and Colossal 8d10. The Python has an extra 15 feet of reach.
When using the Python, 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 electro-whip 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 Python electro-whip to avoid being tripped.
The electro-whip’s size category is the same as the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large)
Activation: Attack action
Range: Touch
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one-quarter the mecha’s base purchase DC
Restriction: Restricted (+2)
[h=6]AVENGER ELECTRO-SCIMITAR (PL 8)[/h] The Avenger electro-scimitar is a lightweight and efficient one-handed melee weapon. As a mastercraft item, it grants a +1 bonus on attack rolls.
Damage for the energy scimitar is based on the size of the mecha wielding it: Large 4d6, Huge 8d6, Gargantuan 12d6, and Colossal 16d6. The energy scimitar has a critical threat range of 18–20. Half of the damage the energy sword deals is slashing damage, and the other half is electricity damage.
The electro-scimitar’s size category is the same as the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large)
Activation: Attack action
Range: Touch
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 15 + one-quarter the mecha’s base purchase DC
Restriction: None
[h=6]LT-5 LONGSHOT MASS DRIVER (PL 8)[/h] Mass drivers fire hyper-accelerated spent-uranium slugs at the target, dealing damage strictly through the massive kinetic energy the round imparts to the target. A mass driver round deals 15d6 points of ballistic damage, and the system’s magazine holds 10 rounds. Each 10-round magazine has a purchase DC of 12.
Equipment Slots: 2 for weapon, including hand (or arm if Large), arm, or shoulders; 1 for each 10-round ammo bay
Activation: Attack action
Range Increment: 120 feet
Target: Single target within 1,200 feet
Duration: Instantaneous
Saving Throw: None
Purchase DC: 24 for drive and 10-round magazine, 12 per additional magazine
Restriction: Military (+3)
[h=6]RP-91 REAPER LASER SCYTHE (PL 8)[/h] The RP-91 Reaper is a two-handed melee weapon with a crystal carbon shaft housing laser and magnetic field generators. When activated by the mecha operator, it suspends a laser beam within a razor-thin magnetic “envelope” shaped like a farmer’s scythe. As a mastercraft item, it grants a +1 bonus on attack rolls.
Damage with a successful melee attack depends on the size of the wielding mecha: Large 4d10, Huge 6d10, Gargantuan 8d10, and Colossal 10d10. On a successful critical hit, the damage is quadrupled. Half of the damage the energy sword deals is slashing damage, and the other half is fire damage. The mecha applies one and one-half times its Strength bonus on damage rolls when wielding the weapon.
The laser scythe’s size category is one size category larger than the mecha’s size category, up to a maximum size of Colossal.
Equipment Slots: 2, must be hand (or arm if Large)
Activation: Attack action
Range: Touch
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 15 + one-quarter the mecha’s base purchase DC
Restriction: None
 

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