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Kronos's d20 Stuff

kronos182

Adventurer
Vampire Hunter mk1 PL5
The Vampire Hunter mk1 is the first in mech designs to aid in the fight against the vampire hordes. Although many critics wouldn't consider it a true mech as it has treads instead of legs as a 'traditional' mech would have, the added speed and stability and ability to run over opponents does quiet some critics. 
The VH1 is basically a tank with a humanoid torso mounted on top, armed with a silver plated weapon and a heavy machinegun for infantry support. The shoulders do support a modular mount system to allow the addition of other weapons or ammo for the M-9 Barrage chaingun.
The VH1 is considered old by today's standards and is available for sale to those who can afford it, so many law enforcement and amateur vampire hunters and some mercenary groups are buying them up. Many mercenary groups change the weapon loads to suit their needs.

Size: Large Mech
Bonus Hit Points: 100
Superstructure: Alumisteel
Hardness: 10
Armour: Duralloy
Bonus to Defense: +8
Armour Penalty: -8
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty: 0
Speed: 30 ft Base
Purchase DC: 38

Helmet: Class II Sensor System
Torso: Cockpit
Back: Cockpit
Shoulders: Modular Mount
Left Arm: PS-15 Panther Claws
Right Arm: M-9 Barrage Chaingun
Treads: 
Comm System

Standard Package Features: Comm System
Bonuses: +2 Navigate and Spot, +4 against being tripped and bull rushed
Weapons: M-9 Barrage Chaingun 5d6 ball, 20, 60 ft, S/A, Linked (4 belts of 50 rds), Huge, 100 lbs
PS-15 Panther Claws 2d6 slash, 19-20, medium
Slam 1d8 bludgeon

Rules for the tank treads can be found on page 71 of D20 Future Tech book.




Vampire Hunter mk2
The Vampire Hunter mk2 is the latest advancement in mech technology available to the Knights and well off security and law enforcement firms. Greatly enhanced over the mk1 which was basically just an armoured shell with a heavy gun attached to one arm and a large blade on the other, the VH2 comes standard with a heavy machinegun, silver plated melee weapons, stake launcher and it's slam attacks are enhanced with holy symbols mounted to the striking surfaces like brass knuckles for making strikes bringing down the 'fist of holy righteousness'. Also comes with several spot lights with cross shaped shutters to provide light during light operations and to help ward off vampires.
The Vampire Hunter mk2 is used mostly as a support unit, providing heavy firepower for squads of Knights, but in large numbers, which is rare but has happened a few times, these mechs are something to be feared by vampire forces as they mow through both supernatural and human thrall foes like a farmer with a scythe through wheat. One of the favourite features of the VH2 is the shoulder mount is modular allowing Knights to customize their weapon loads somewhat depending on mission profile. So they can add a load of missiles for heavy hitting, a water cannon for more damage against large amounts of vampire hordes, or to also act as an emergency fire fighting unit, flame thrower for burning large amounts of targets, or just extra ammo for the stake launcher or the M-9. 

Size: Large Heavy Assault Mech
Bonus Hit Points: 100
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +8
Armour Penalty: -8
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty: 0
Speed: 20 ft Base
Purchase DC: 45

Helmet: Class III Sensor System
Torso: Cockpit
Back: Cockpit
Shoulders: Modular Mount
Left Arm: D21 Stake Launcher
Left Hand: PS-15 Panther Claws, silver plated
Right Arm: M-9 Barrage Chaingun
Right Hand: LK8 Armor-Piercing Pike, silver plated
Boots:
Comm System

Standard Package Features: Comm System
Bonuses: +2 Navigate and Spot, darkvision 90 ft
Weapons: M-9 Barrage Chaingun 5d6 ball, 20, 60 ft, S/A, Linked (4 belts of 50 rds), Huge, 100 lbs
D21 Stake Launcher 3d8 piercing, 19-20, 80 ft, S/A, Linked (4 belts of 50 rds), Huge, 55 lbs
PS-15 Panther Claws, silver 2d6 slash, 19-20, medium
LK8 Armor-Piercing Pike, silver 2d10 piercing, 20 x3, 15 ft reach, huge
Slam 1d8 bludgeon with holy symbol bonus damage and damages vampires, considered to have Holy magical ability on regular slam only.

Modular Mount
The modular mount is designed to take a number of options available to the Vampire Hunter mk2. Most commonly available are A3X Dragon Flame-Thrower, M-53 Firestar rocket launcher, M-55 Crud rocket launcher, M-87 Talon Missile or a water cannon (use stats from d20 Urban Arcana), or extra ammo for either the M-9 or the D21.




Defender

The Defender is an armoured mech used mostly for defending fortified or non fortified positions for groups that can't afford larger mechs, or where large mechs are not suitable such as tunnels or inside buildings.

Size: Large (-1) 
Bonus Hit Points: 100 
Superstructure: Vanadium (Reinforced)
Hardness: 25 
Armour: Duralloy (Reinforced)
Bonus to Defense: +10 
Armour Penalty: -10 
Reach: 10 ft 
Strength Bonus: +8 
Dexterity Penalty: 0 
Speed: 20 ft Base 
Purchase: 45

Helmet: Cockpit 
Torso: Cockpit
Back: T-95 Ammo Belt (300 rds) 
Shoulders: T-95 Ammo Belt (300 rds) 
Left Arm: T-95 Cavalcade Chaingun (200 rds) 
Right Arm: T-95 Cavalcade Chaingun (200 rds) 
Boots: Class III Sensor System 
Reinforced Armour

Standard Package Features: Camouflage paint (+5 hide in proper environment), comm system
Bonuses: +2 Navigate and Spot, +1 hide (when in proper environment paint scheme is for)
Weapons: 2 T-95 Cavalcade Chainguns 7d6 ballistic, 20, 60 ft incr, s/a, linked (500 rds ea), 80 lbs ea
Slam 1d8 bludgeon.
Reinforced Armour

Note: The Defender can have both the back and shoulder slots fitted with external equipment pods which will increase the ammunition from 300 rds each to 600 rds each, giving the Defender a total of 1600 rds. Or they can be fitted with other weapons and equipment.

New Mecha Equipment

External Equipment Pod
Designed to carry additional system, an external equipment pod bolts onto a mecha's shoulders or back and enables the mecha to carry more weapons, defensive systems or equipment than the design normally allows. A single mecha can carry up to two external equipment pods.

Each external equipment pod may hold up to 2 equipment slots worth of equipment - this does not go against the mecha's normal equipment slot limit. The exact type of equipment the pods can carry are limited to non-sensor, non-character items. 
Equipment Slots: 1, must be shoulders or back/toros
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 5 + one quarter the mecha's base purchase DC.
Restriction: None

Reinforced Armour
The mecha's superstructure is reinforced and thickened to better withstand damage. Designed to work in concert with the mecha's superstructure and armour covering, tying the two closer together and enhancing the capabilities of both elements of the mecha's design

A mecha outfitted with reinforced armour gains a +5 bonus to hardness, and increases the armour's equipment bonus to defense by +2. Due to the increased bulk of the mecha, the armour penalty is increased by 2. 

Reinforced armour doesn't work if the mecha doesn't have standard armour equipped. 

Equipment Bonus: See text
Armour Penalty: See text
Speed Penalty: None
Purchase DC: 5 + one half the mecha's base purchase DC




Sentry Mk1

The Sentry Mk1 was built as a quick, light scout or interceptor, or patrol unit. Light, fast, cheap and easy to learn how to control, the Sentry can be fielded in large numbers for armies that need large numbers of mecha on a tight budget. A really stripped down mech, with room for customization.

Large Scout Walker Mecha (refer to Future Tech, pg 66)
Size: Large (-1)
Bonus Hit Points: 80
Superstructure: Alumisteel
Hardness: 10
Armour: Alumisteel
Bonus to Defense: +2 (open cockpit)
Armour Penalty: -6
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty: 0
Speed: 35 ft Base
Purchase DC: 39

Helmet: Class III Sensor System
Torso: Open Cockpit Mk1
Torso: Corona Microwave Beam
Back: SatCom Array
Back: 
Shoulders: 
Left Leg: 
Right Leg: 
Boots: 
Comm System


Standard Package Features: Comm system
Bonuses: +2 Navigate and Spot
Weapons: 1 Corona Microwave Beam 5d6 fire, 20, 15 ft incr, single, -, 15 lbs
Slam 1d8 bludgeon.


New Mecha Equipment

Open Cockpit
The open cockpit is like a normal cockpit, only it's open, leaving the pilot exposed somewhat. The open cockpit reduces the mecha's armour bonus to defense dependent on which model of open cockpit, due to how open it is. On large sized mecha the Open cockpit must be in one of the following slots: helmet, torso, and back. Mk1 armour bonus is only 1/4, Mk2 armour bonus is only 1/2, Mk3 armour bonus is 3/4 of its normal bonus, round up.
Equipment Slots: 1 for Mk1 and Mk2, 2 for Mk3
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchace DC: -5 for Mk1, -3 for Mk2, -1 for Mk3
Restriction: None  




Sentry Mk2

The Sentry Mk2 is a much upgraded version of the Mk1. Boosting more weapons, better armour, but still suffers from the open cockpit. The Mk2 is more useful for attack than the Mk1 was, and is still fairly cheap.

Size: Large (-1)
Bonus Hit Points: 100
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +2 (open cockpit)
Armour Penalty: -8
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty: 0
Speed: 20 ft Base
Purchase DC: 40

Helmet: Class III Sensor System
Torso: Open Cockpit Mk1
Back: SatCom Array
Shoulders: 1 4-missile pack (4 missiles)
Left Arm: M-87 Talon Missile Launcher (4 missiles)
Right Arm: M-21 Comet Autolaser
Boots:
Comm System

Standard Package Features: Comm system
Bonuses: +2 Navigate and Spot
Weapons: M-87 Talon Missile Launcher 15d6 ball/fire, 20, - ft incr, single, 4 int +4 extra missiles, 20 lbs
M-21 Comet Autolaser 8d6 fire, 20, 75 ft incr, S/A, -, 40 lbs
Slam 1d8 bludgeon. 
 

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kronos182

Adventurer
Saturn: The Grunt

The Grunt was created by Saturn (yes, the car company) after it separated from General Motors and expanded into mecha and other military hardware. The Grunt was designed to be as completely modular as possible, making repairs fast and cheap, and to allow for incredible flexibility in weapons and other hardware between missions. A trained crew with proper equipment can completely strip down and change equipment in about thirty minutes.
Saturn offers a number of packages for use with the Grunt (these are available only for the Grunt, so far, as they make use of its modular systems) which can be factory installed or stored for later use. It is possible to buy mixed packages, but this usually costs more than the standard packages. Remember, these packages can be swapped easily and quickly so if you own more than one package, make sure you have the storage space for them. Each package comes in a storage container that takes up about roughly the space of half to three quarters the volume of the Grunt itself, depending on the package of course.

The Grunt comes standard with a Warpath Recoilless Rifle and a small laser built into the left arm for anti-personal protection, and an alarm system!

Size: Large (-1)
Bonus Hit Points: 100
Superstructure: Duralloy
Hardness: 13
Armour: Resilium Armour
Bonus to Defense: +6
Armour Penalty: -5
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty: 0
Speed: 30 ft Base
Purchase DC: 40


Helmet: Class II Sensor System
Helmet: Cockpit
Torso: Cockpit
Back: 
Shoulders: Warpath Ammo
Left Arm: Laser (arm slot is still available, the laser is built into the wrist and is small enough to not interfere with added equipment)
Right Arm: Warpath Recoilless Rifle (hand held, slot is still open)
Boots:
Comm System

Modular Construction: Due to the modular construction of the Grunt, its hardness is reduced by 2, but repair checks are reduced by 5, and take 25% less time. 
Added 1 extra equipment slot to Helmet
Standard Package Features: Comm system, Alarm system, Class II Sensor system
Bonuses: +2 Navigate and Spot
Weapons: 1 Warpath Recoilless Rifle 10d6 ballistic, 20, 40 ft incr, S/A, 20 box, 50 lbs (40 rounds total)
1 Laser 3d8 Fire, 20, 80 ft, S/A, unlimited, 6 lbs
Slam 1d8 bludgeon.

(I know the Warpath has range that is shorter than the laser, which is actually just a laser rifle built into the arm of the mecha. House rule mecha weapon range is automatically double what it says in the book for simple rule.)

Equipment Packages

Anti Infantry
The anti infantry package is for those times when you just need to get rid of all those pesky foot soldiers running around in your way. Although if heavy resistance, or armoured resistance might be expected, it is suggested to change the grenade launcher with something heavier, or have anti-material units assigned with the Anti Infantry armed Grunt.
The following changes are made to the Grunt with this weapons package
1) Replace Warpath with Linked Twin Thunder machine gun pod, 
2) Add A3X Dragon Flame Thrower to left arm, but the laser remains,
3) Replace Warpath Ammo storage on back with Grenade Launcher system
4) Add Smoke Grenade Launcher pod to boots
5 optional) Ammo Drum can be added to the back for the Linked Twin Thunder machine gun pod, or for the Grenade Launcher

Discriminator
People say you discriminate others? With the Discriminator package, you don't discriminate against any one group, you discriminate EVERYONE! Friends, family and the enemy alike!
The following changes are made to the Grunt with the Discriminator package:
1) Replace Warpath with T-95 Cavalcade Chaingun, hand held, slot is open,
2) Add Discriminator Plasma Cannon to left arm and shoulders,
3) Add T-95 ammo drum to back,
4) Add Discriminator Chrysanthemum Laser array to boots,
5) Change armour from Duraplastic to Duralloy, speed reduced to 20 ft.


New Equipment: 

Alarm System
This simple mecha device consists of pressure sensitive sensors, several concealed loud speakers, and an electronic lock that seals the mecha's hatches and maintenance ports. Within 30 seconds of being touched (or ten seconds if any of the hatches or ports are interfered with) the system emits a shrill alarm that persists until the system is switched off (a hand held remote, small enough to fit in a pocket). A successful Disable Device check (DC 30) is required to deactivate the system - before or after it has been set off. 
The mecha's pilot must activate and deactivate the system using an attack option.
Equipment Slots: 0
Activation: Attack action, see text
Range: Personal
Target: You
Duration: Persistent, see text
Saving Throw: None
Purchace DC: 13
Restriction: None

Linked Twin Thunder Machine Gun Pod
This device is essentially two Twin Thunder machine guns linked together in a weapon pod that is attached to the arm of the mecha, dealing 3d10 damage. The pod carries 200 rounds for each weapon. If an ammo drum is attached to the mecha, the ammo drum holds another 1000 rounds for each weapon, and can be linked to the pod itself by the ammo belts. 
Equipment Slots: 1
Activation: Attack action
Range Increment: 100 ft
Target: Autofire
Duration: Instantaneous
Saving Throw: None
Purchace DC: 
Restriction: Military (+3)

Grenade Launcher
This is a grenade launcher, pretty simple. Adaptable system that'll fire old 40mm, 25mm or 20 mm grenades, and even the new mini grenades. When filled, must select size of grenade. Damage varies with the type, and size of grenade used. The launcher can fire up to two grenades at a time, or only one. When firing two, it is designed to create as much of an overlapping kill zone while still granting a large target area. The launcher holds 20 grenades. Each equipment slot (ammo drum) dedicated to ammo storage adds another 40 grenades
Game mechanics: When firing two grenades, target a square, or person like normal, increase damage by half (if grenade does 4d6, damage is now 6d6), increase radius by 25% and increase Reflex DC by +2.
Equipment Slots: 1
Activation: Attack action
Range Increment: 100 ft
Target: Semi
Duration: Instantaneous
Saving Throw: Varies with grenade
Purchace DC: 
Restriction: Military (+3)

Smoke Grenade Launchers
A set of three tubes which are designed to launch smoke or tear gas grenades. Each tube holds three grenades, for a total of 9 grenades. Standard load is usually 6 smoke and three tear gas grenades.
Equipment Slots: 1
Activation: Attack action
Range Increment: 50 ft
Target: Single
Duration: Varies with grenade
Saving Throw: Varies with grenade
Purchace DC: 
Restriction: Military (+3)

Discriminator Plasma Cannon
The Discriminator plasma cannon is a modified Tsunami 480 plasma canon that's a bit smaller, more unwieldy than the original. Also, only the wide-angle setting is available, and the mecha pilot suffers a -2 dex penalty with this weapon.
Equipment Slots: 2, arm and shoulder (usually used on the left arm, making the laser unavailable and the hand is unusable as the weapon pod covers the hand)
Activation: Attack action
Range Increment: 60 ft cone
Target: Single
Duration: Instantaneous
Saving Throw: Reflex half (DC 19)
Purchace DC: 
Restriction: Military (+3)

Discriminator Chrysanthemum Laser array
The Discriminator chrysanthemum laser array is a modified version of the standard chrysanthemum laser array. Dealing less damage, 12d8, it doesn't burn itself out after one use, but can be used repeatedly.
Equipment Slots: 1
Activation: Attack action, once per round
Range Increment: 
Target: 60 foot radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half (DC 25)
Purchace DC: 
Restriction: Military (+3)


More Saturn's Grunt Packages...

Shocker, also known as Bug Zapper
The Shocker package was designed by an engineer who had a strange obsession with bug zappers and anything that related to electrical arcs. Although an unusual and almost specialized package, it does remain quite popular for those who like a bit of flair to their fighting styles.
The following changes are made to the Grunt with this weapons package
1) Replace Warpath with Ion Rifle, hand held slot still open,
2) Add M-70 EMP Rocket launcher to shoulders,
3) Add Thunder Clap Hammer to left arm or right, depending on which arm Ion Rifle is on, hand held slot is still open,
4) LX-10 Antishock Array to boots,
5) Add Electro Array to back,
Optional: Replace Electro Array with Discriminator Chrysanthemum Laser array.
Optional: Lightning style paint job (five different variations) at only PDC 13

Deluxe Package
The Deluxe package is more of an internal upgrade than a normal package. The standard cockpit is upgraded with new features, replacing the standard seat for a leather one, improved stereo system with a 10.2 digital hyper surround system, which ties into the comm system and external mics so that you can actually sense the direction a sound is coming from. Includes MP6 and hyper red ray disc for both audio and visual playback, for those long waits during ambushes or getting to the combat zones.
Class II Sensor system is upgraded to Class III Sensor system.
The ultimate climate control system is installed (this is a scaled down version of a life support system, but lacks the full environmental seals and NBC protection). Also includes an adjustable cup holder which will securely hold an ULTRA Big Gulp (now available in 5L sizes at your local Squishy Mart) even with your mecha doing cart wheels, make sure the lid is properly secured on your beverage first. Also includes a mini fridge to keep beverages nice and cool. 

PAC Package. Also known as Boom Gun, Big Betsy or Over Kill!!!
This package is centered around one weapon: a powerful particle accelerator cannon. Using this weapon forsakes use of any other weapon except the laser that already comes with the Grunt. This system is made ONLY for the Grunt, as it uses the modular connection system and so far has been incompatible with other mecha designs.
The following changes are made to the Grunt with this weapons package
1) Replace Warpath with Particle Accelerator Cannon, takes up right arm, shoulders, left arm equipment slot for power and other systems such as heat sinks,
2) Add Nuclear Power core to back, added equipment slot is dedicated to the particle accelerator cannon,
3) Stabilizing and weight distribution system added to boots,
Optional: It is recommended to replace armour with a higher level, customer's choice of what armour to use. Generally Duralloy is offered at a discount.
Note: Due to the weight of the system, and the stabilizing and weight distribution system, the speed of the Grunt is lowered to 20 ft, this is also factoring heavier armours, which will not lower the speed down farther, even with armours that normally lower speed below this point.

Melee Package
The melee package is actually a highly customizable package. You pick melee from the catalog and then start selecting your combat style or weapons from there. Two weapons, weapon shield? Reach weapons? One melee, one ranged? Totally flexible package, and the Ancient Warrior body kits are also discounted when bought with this package.
'Standard Melee Package makes the following changes to the Grunt:
1) Replace Warpath with PS-15 Panther Claws,
2) Add Bulwark Tactical Shield, doesn't interfere with the laser, can be hand held or integrated,
3) Corona Microwave Beam added to shoulders for ranged defense
Optional: Warpath can be carried on the back and used when the Panther claws are not deployed.
Optional: Any other mecha melee weapon can be substituted in place of the Panther Claws, and the Bulwark shield can be upgraded to a Bastion Tactical Shield. Or a ranged weapon may be used, or switched for the Corona. See other melee weapons for different choices.

Cosmetic Packages
Saturn also offers a number of cosmetic packages, which range from paint jobs (PDC 10 to 20 for really elaborate designs), to body kits.
The body kits alter the appearance of the Grunt in various ways, usually styling in different themes, which can be used with any other packages, except the PAC package. Only special paint jobs can be used with the PAC and a basic one costs PDC 21 and go up from there as a special paint has to be used to withstand the heat from the PAC's weapon.
Standard body kits include the following:

Skull and Skeleton Motif - armour plating and head face plate are shaped and designed to look more like a skeleton, usually painted in whites and other colours associated with bones, even splashes of blood red in strategic locations to create a sense of a 'fresh' skeleton are  available.

Ancient Warrior - Styled after samurai or medieval armour, especially popular with melee packages. Usually also customers upgrade the armour with this body kit.

Sports/Speed Demons/Tricked Out - This body kit uses more angular and slimmer designed plates and head designs. Usually only kids and speed demons get this body kit. Popular with the current generation of the 'Fast and the Furious' wannabes that use mecha instead of civilian land vehicles. Saturn does offer Mage8 Armor Plating* with this package, which these kids eat up.. No real combat pilot would every use Mage8 Armor Plating, unless they're just that stupid.

New Equipment

Ion Rifle
Using principles of ionized particles in an atmosphere creating lightning bolt like affects, the Ion Rifle uses those principles on a much larger scale. A low powered laser is first fired before the main particle stream to help create a path to the target, ionizing the air slightly. About 0.056 seconds after the laser is fired, the weapon fires a stream of ionized particles with an opposite charge to the laser created path so that the much larger stream follows it, creating a more linear lightning bolt effect as it streaks toward the target doing 9d6 points of electrical damage. Unfortunately the Ion rifle is not well suited to long ranges and loses power the farther it goes.
Game Mechanics: Only goes a maximum of five range increments, and for every range increment past the first subtract one die of damage. So at second range increment only does 8d6, and so on.
Equipment Slots: 1
Activation: Attack action
Range Increment: 75 ft
Target: Semi
Duration: Instantaneous
Saving Throw: None
Purchace DC:
Restriction: Military (+3)

Thunder Clap Hammer
The Thunder Clap hammer is similar in principle to the Thunderbolt shock rod, only improved. It looks like a mecha sized sledgehammer only one side is narrowed to a point for those times when you need to punch a hole instead of just smashing something. The pointed side is specifically designed for piercing armour and delivering a shock to internal components, although not as powerful as the hammer side. Damage is determined by the size of the mecha wielding it (as Saturn does make Thunder Clap Hammers for larger sized mecha): Large 6d8 hammer/6d6 spike, Huge 8d8 hammer/8d6 spike, Gargantuan 10d8 hammer/10d6 spike, Colossal 12d8 hammer/12d6 spike. Half damage is bludgeoning and half electricity for the hammer and for the spike. The spike end has a x3 critical and ignores 10 points of hardness/DR. The pilot must select which side he/she is using before making the attack.
Equipment Slots: 1
Activation: Attack action
Range: Touch
Target: Single target within reach.
Duration: Instantaneous
Saving Throw: None
Purchace DC:
Restriction: Military (+3)

Electro Array
The Electro array electrifies sections of the mecha's armour skin for defensive and offensive purposes. When something grabs the mecha, it will take 4d6 electricity damage from the electrical field. When the mecha attacks with fists, feet or body slams it'll deal an additional 4d6 electricity damage.
The electro array can also be used create a magnetic field like affect to allow the mecha to cling to metallic surfaces allowing for easy movement in space along hulls of ships or stations, grants a +5 bonus against trip and bullrush/overrun attempts. However, this reduces the bonus damage to attacks against grapples or melee damage to only 2d6 points of electricity damage. Requires a Computer Use check DC 16 to alter the field this way.
Also, all the energy can be focused into one area, such as a fist that deals 7d6 points of electricity damage for that selected spot. However this damage can only be added to the mecha's slam attack, and not to any hand held weapons.
Note: The Electro Array requires the LX-10 or LX-20 Antishock Array installed or the mecha will suffer 1d6 points of electricity damage every round the device is active.
Equipment Slots: 1
Activation: Attack action
Range: Touch
Target: Single target within reach.
Duration: Persistent when activated
Saving Throw: None
Purchace DC:
Restriction: Military (+3)

Particle Accelerator Cannon
This weapon is just out of its experimental phase and is highly promising, if slow and heavy, and power demanding. This weapon was designed for anti material and fortification purposes, not against lightly armoured and mobile targets. It requires the use of an external power source as a mecha's normal power plant would just shut down trying to feed the demands of this monstrous weapon on its own, hence the use of a nuclear power core added with the package. The PAC (Particle Accelerator Cannon) deals an incredible 10d10 points of damage (unknown energy type) and ignores 15 points of hardness/DR. The PAC can only fire once per round, up to three times before it requires a 5 round cool down period after the third shot.
Note: The PAC is unwieldy and heavy, requires the Stabilization system installed in the boots/legs of the mecha to keep it from tipping over. But even with this system installed, still suffers a -4 to attack rolls. The stabilization just keeps the mecha upright and able to walk normally although slower, it does not provide any bonuses against trips or overrunning the mecha.
The PAC also suffer from range problems and massive blooming effects after the fifth range increment, making it useless past it's fifth range increment of 350 ft.
Equipment Slots: Pretty much all the Grunt has, plus one for the stabilization system mentioned above.
Activation: Attack action
Range Increment: 70 ft
Target: Single
Duration: Instantaneous
Saving Throw: None
Purchace DC: Really expensive, and limited quantities.
Restriction: Military (+3)

Mage8 Armor Plating*
This was made by Backstabbist and I just had to use it. How I hate those Fast and Furious wannabes as they're mostly jerks, *******s and just plain stupid.. Not all, just 95% of them. So they get Mage8 Armor Plating at discounted prices! It can be found here.
Thanks backstabbist, I finally have a use for this item :D 

Vibro Sword
A mecha sized vibro or high frequency sword, comes in 'standard' longsword, or curved katana style. Damage is based on mecha size: Large 2d10, Huge 4d10, Gargantuan 6d10, Colossal 8d10. Deals slashing damage, critical on a 19-20. 
Equipment Slots: 1
Activation: Attack action
Range: Touch
Target: Single target within reach.
Duration: Instantaneous
Saving Throw: None
Purchace DC:
Restriction: Military (+3)

Vibro Halberd
A mecha sized halberd. All normal halberd rules apply (reach and all that stuff), just on a larger scale. Damage is based on mecha size: Large 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10. 
Equipment Slots: 2, both must be hands or arms
Activation: Attack action
Range: Touch
Target: Single target within reach.
Duration: Instantaneous
Saving Throw: None
Purchace DC:
Restriction: Military (+3)

Quaker Hammer
The Quaker is a mecha sized two handed war hammer, but also includes a surprise. Damage is based on mecha size: Large 2d10, Huge 4d10, Gargantuan d10, Colossal 8d10, bludgeoning damage. Additionally, the Quaker Hammer contains a small gravity device. When activated (a move equivalent action), the Quaker deals an additional 50% damage for 5 rounds before it's capacitors are trained and take another 3 rounds to recharge from the mecha's power supply.
Equipment Slots: 2, must be hands or arms
Activation: Attack action
Range: Touch
Target: Single target within reach.
Duration: Instantaneous
Saving Throw: None
Purchace DC:
Restriction: Military (+3)


Long awaited addition to Saturn's Grunt packages... this time, more non combat related stuff

Saturn, making a deal with Ryder and a few other construction vehicle companies has released several items for use with the Grunt for non military occupations. 

Basic construction Package
The basic package turns the Grunt into a walking forklift basically. The package comes standard with augmented arms 
The following changes are made to the Grunt with this package
1) Remove Warpath rifle. Both arms are replaced with construction arms.
2) Add spot light and range finder laser with attached guide line lighting for accurate placement of tools (think those level style tools that have a laser light to help you keep things level, forklifts have a device similar for showing you where your forks are up higher than you can see clearly).
3) Add construction stabilization system to boots, speed is reduced to 20 ft.
4) Class II Sensor system is replaced by a Class IIB Sensor system.
New Items

Construction Arms
These arm replacements for the Grunt are designed with greater strength than normal, but are also slightly bigger and slower than normal arms for a mecha, generally making them less favoured for combat, except perhaps with the melee packages. The arms provide a strength bonus of +12 for the mecha instead of the normal +8. Also, built into both arms is a laser pointer and camera for accurate placement of attached tools, and a small welding/cutting laser torch with unlimited usage.
Equipment Slots: 2, replaces both arms
Activation: always active
Range Increment: personal
Target: you
Duration: persistent
Saving Throw: None
Purchace DC:
Restriction: none

Construction Stabilization System
This stabilization system was originally based on the one from the PAC package, but altered to be better suited for construction purposes. Allows the mecha to carry 50% more weight than normal for it's strength score, grants a +2 to balance checks as long as carrying under a heavy load, and isn't considered encumbered with a medium load. Also, the mecha can also plant itself in place to become more stable with the built in pylons and enhanced balance gyro systems. This grants a +15 bonus against being tripped or overrun/bullrushed while planted. A move action to plant or unplant the mecha. No matter the weight carried (up to its maximum load) or armour added to the mecha, the mecha will always have a speed of 20 ft. The system also includes lights aimed around the ground for better visibility of any obstacles. 
Equipment Slots: boots
Activation: always active
Range Increment: personal
Target: you
Duration: persistent
Saving Throw: None
Purchace DC:
Restriction: none

Class IIB Sensor System
The Class IIB sensor system is upgraded version of the Class II, and has the abilities of the Enigma Sensor suite. Also, the system is a geological sensor (umm.. don't know what rules to use for this, +3 bonus to knowledge: earth sciences I guess?), and includes a seismic sensor for weak ground and cracks and for drilling operations. Provides tremor sense up to 100 ft.
Equipment Slots: 1
Activation: always active, move activation
Range: 1 mile radius, 90 ft cone emanation
Target:
Duration: persistent
Saving Throw: None
Purchace DC: 24
Restriction: none


Drills
There are a number of different drills that are made for the Grunt. All kinds of different sizes and types of drill bits are made for construction and mining purposes.
Typical mining drill ignores 20 points of hardness, comes in sizes from 1 foot to 5 feet in diameter. If used in combat, average drill (about 3 to 4 ft diameter) will do about 5d6 points of piercing damage, critical 19-20, x3. But on a roll of 5 or less, the bit breaks.
Heavy drills, such as ones used for drilling or working with armour plating, ignore 25 points of hardness, deal 7d6 points of piercing damage, critical 19-20 x3, and breaks on a roll of 3 or less. 
Equipment Slots: 1, arm
Activation: attack action
Range Increment: Touch
Target: Single target in reach
Duration: Instantaneous
Saving Throw: None
Purchace DC:
Restriction: none

Clamps
These items replace the hands with large clamps, designed for picking up and carrying skids and other items. Think the exo suit that was used in the Aliens movie. If used in combat, a standard attack would be a stab with the clamps closed, dealing 4d6 points of piercing damage. Another option is to use the clamps to grab and crush your opponent. Make an attack with the clamps open, dealing 2d8 bludgeoning damage and initiate a grapple by closing the clamps, gaining a +5 bonus to grapple checks. If successful, deal 6d6 bludgeoning damage. If you do not release the clamps, you will remain attached to your target, granting a +10 bonus to following grappling checks, and can do 4d6 damage each round while grappled as the target struggles. If the target breaks the grapple after the first successful grapple, it will suffer 4d6 damage, and will be considered stunned for 1 round as most likely critical systems will be damaged (if a mecha), or from the sheer amount of pain.
Always sold in sets of two, one for each arm.
Equipment Slots: 2, arms
Activation: attack action
Range Increment: Touch
Target: Single target in reach
Duration: Instantaneous
Saving Throw: None
Purchace DC:
Restriction: none

Crane
This is a small crane that is attached to the mecha's back. The crane can reach about 30 ft above the mecha's head, and has enough cable to reach 250 feet beyond that. This package is quite useful for when a large fixed crane isn't good for a job, but a couple of Grunts fitted with cranes can, and quite useful for tight spaces or need to move to an area fixed cranes can't reach. This option is also quite useful in rescue operations where speed and size can make a difference in rescuing someone, especially in remote areas.
Umm.. use whatever rules seem right for a crane, because honestly, I don't know.
Equipment Slots: 1, back
Activation: attack action
Range: 250 ft
Target: Single target in reach
Duration: Instantaneous
Saving Throw: None
Purchace DC:
Restriction: none 
 

kronos182

Adventurer
Spartan

After Saturn's success with the Grunt, Saturn worked on a more advanced unit, but keeping the modular systems intact so that it can be easily modified, and also use many of the systems that the Grunt used to allow easier logistical management for units upgrading from the Grunt to the Spartan. The Spartan is aimed more for combat than the Grunt was, as such it is slightly larger, only by about a foot, and heavier, but is 100% compatible with all the Grunt systems, with proper adaptors and new covers to all easy fitting for the larger unit. The Spartan removes the laser that was in the Grunt's left arm and instead has a dual laser system in the head about where the temples would be on a human, allowing for greater anti-personal potential and greater accuracy, many pilots have called this the death stare.
Large Heavy Assault Mech (Late PL6/ Early PL7)
Size: Large (-1)
Bonus Hit Points: 150
Superstructure: Vanadium
Hardness: 18
Armour: Resilium
Bonus to Defense: +12 (+6 armour +6 shield)
Armour Penalty: -4
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty: 
Speed: 30 ft Base
Purchase DC: 50
Helmet: Class III Sensor System, Dual Anti-Personnel Laser (doesn't take up a slot, similar to the laser built in the Grunt's left arm)
Helmet: Oracle Targeting System +2
Torso: Cockpit
Torso: Cockpit
Back: 
Shoulders: NKP Puma Pop-Up Turret
Left Arm: Bastion Tactical Shield
Left Hand:
Right Arm: Warpath Recoilless Rifle
Right Hand: Warpath Ammo
Boots: Structural Enhancement
Comm System 
Modular Construction: Due to the modular construction of the Grunt, its hardness is reduced by 2, but repair checks are reduced by 5, and take 25% less time. 
Added 1 extra equipment slot to Helmet. 
Standard Package Features: Comm system, Alarm system, Class III Sensor system, Bastion Tactical shield
Bonuses: +2 Navigate and Spot, darkvision 90 ft, +2 attack roll
Weapons: 1 Warpath Recoilless Rifle 10d6 ballistic, 20, 40 ft incr, S/A, 20 box, 50 lbs (40 rounds total) (+2 attack)
1 Puma Turret 8d6 fire, 75 ft, single, -, 20 lbs (+2 attack)
Dual Laser 4d8 Fire, 20, 80 ft, S/A, unlimited, 10 lbs (+3 attack)
Slam 1d8 bludgeon (+2 attack)




A package similar to the ones for the Grunt but is made exclusively for the Spartan.
With the advances and more space available in the Spartan, Saturn has tailored a melee package just for it. Some pieces might be compatible with the older Grunt, but not the whole system due to space limitations.
Like the warriors of old, the Spartan's melee package makes it a formidable close quarters combatant. Armed with a modified shock tether,

The following changes are made to the Grunt with this weapons package
1) Add Shock Tether Hand to left hand,
2) Add Weapon Rack to back
3) Remove NKP Popup Plasma Turret from shoulder and replace with Buzzsaw
4) Add one or two melee weapons to the weapon rack, usually a vibro sword and LK8 Armor-Piercing Pike, or any other weapons of choice. Can easily swap a melee weapon, or ranged weapon with any weapon in hand and vice versa.
5 Optional) Many users switch out the Warpath for a different ranged weapon.
 
Shock Tether Hand
The hand of the mech is modified so that it can be magnetized and can launch on a tether and grab onto another mech or even a large creature by using the hand. It then can deliver a potent electrical discharge which can potentially stun biological creatures. The mech can then retract the hand, while still attached to the target. This system is strong enough to easily hold the weight of the mech so it can be used like a grapple hook to allow the mech to swing or even climb walls better. Once attached to a target, it deals 5d6 points of electricity  damage. When attempting to retract the hand while attached to the target, considered a move action, gain a +4 to Str check to pull the target. If successful, can pull the target at a rate of 20 ft each round, must make new Str checks each round until the hand is retracted. Grants a +4 to climb checks if used as a grappling hook fork climbing walls.
Equipment Slots: 1 hand or arm
Activation: Attack action
Range: 30 ft increment (up to 5 increments, ranged touch attack)
Target: Single target within 150 ft
Duration: Instantaneous
Saving Throw: None
Purchace DC: 22
Restriction: None

Weapon Rack
The weapon rack is literally just that, a storage system designed to hold several hand held, 1 slot weapons, such as melee weapons, mech ranged weapons that only require one slot of hand (or arm for large sized mech), and sometimes even ammo. Each weapon rack can hold two weapons in easy to reach and attach/detach, with an ejection system that quickly moves the selected weapon into the mech's hand, giving the user the user of the Quick Draw feat, but only with weapons on the weapon rack.
Equipment Slots: 1, must be back, torso, shoulder, belt or legs.
Activation: Free
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
Purchase DC: 12 + one quarter mech's base purchase DC
Restriction: Restricted (+2)

Buzzsaw
The buzzsaw is a mech sized buzzsaw, used for melee combat or for construction or lumber work. The buzzsaw deals 4d6 points of slashing damage, and ignores 5 points of hardness/damage reduction.
Equipment Slots: 1, must be shoulder, arms or hands
Activation: Attack action
Range: Melee
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 12 plus one-quarter mecha's base purchase DC
Restriction: Licensed (+1)




Spartan Packages

With new advances in technology, Saturn has looked for ways to extend the life of its Spartan. The following packages were released after various technological advances, and each fills various rolls.

Anti-Air Support Package
This package equips the Spartan to function in an anti-air support role.
Add Phased Array Radar to left arm;
Remove NKP Puma pop-up turret from shoulders
Add 20mm AA Gun mount to shoulders
Add 20mm AA Gun ammunition to back
Add SAM Mini-Missile Launcher to right arm
If the Spartan has the warpath in both hands, it is unable to make use of the SAM on the right arm as it requires the arm to move about unhindered. Many pilots replace the warpath with a smaller, one handed weapon.
Increase PDC by +3


Support Unit Package
This package equips the Spartan for a more support role, especially during assaults. The portable dispersion field is used to either hide the coming assault group, except for the fact that the field gives away its position, but is used more so while at the assault site to jam enemy sensors, targeting systems and communications. Also to prevent the use of teleportation devices if they are available. The defense field generators are used for protecting the assault group on approach, deflecting as much fire as possible until the heavy assault units reach their targets. All units to be protected by the fields must have their weapons tuned to the specific frequencies of the field, or use weapons that the current active field is not designed to protect. The sensor and comm systems are designed so that they can be tied into allied units and upload targeting information to aid their attacks.
Remove NKP Puma pop-up turret from shoulders.
Upgrade Class III sensors to Phased Array Class III sensors
Add Nuclear Power Core (+1 slot to back)
Add Dispersion Field Generator to back (2 slots)
Add Magnetic Defensive Field to shoulders
Remove Bastion Tactical Shield from left arm
Add 3C Lite system to left arm
Increase PDC by +2


New Equipment
20mm AA Gun Mount (PL5)
This 20mm cannon is designed for anti-aircraft purposes. Mounted on the shoulders, head or back of a mech, it has quick, floating tracks to allow it to turn and raise or lower the barrel quickly as it tracks its targets. Best paired with a radar system for better tracking such targets. Usually armed with proximity high explosive rounds, or high explosive armour piercing rounds for heavier armoured aircraft. The barrels are not designed to lower enough for attacking ground targets. This weapon deals 4d10 points of ballistic damage for standard rounds. The system carries 3 belts of 50 rounds. Each slot dedicated to ammunition carries 10 belts and must be in a slot adjacent to the weapon system. When paired with a radar system, it gains +2 to attack aerial targets.
Equipment Slots: 1, bust be head, shoulders or back.
Activation: Attack action
Range Increment: 300 feet
Target: Single target within 3000 feet, or autofire
Duration: Instantaneous
Saving Throw: none unless high explosive rounds used
Purchase DC: 26
Restriction: Mil (+3)

SAM Mini-Missile Launcher (PL6)
This launcher is based on mini-rocket launchers currently available for mechs, but instead makes use of mini-missiles configured in for surface-to-air purposes for targeting aircraft. The system comes with simple explosive mini-missiles that deal 6d4 points of fire damage, with a blast radius of 15 feet, Reflex DC 19 for half, although other mini-missiles can be substituted. The targeting systems grants the user a +5 bonus to the initial attack, and should the missiles miss on the initial strike, the missiles will attempt to strike again with the missile's base +5 (or greater for higher quality missiles) plus the systems +2 for a total of +7 to attack roll. The system is designed so that it can launch up to a total of 5 missiles at a target, with an attack roll made at highest attack bonus made at -4 made for each missile. The system holds 30 mini-missiles. Each slot dedicated to reloads holds 60 additional mini-missiles, and must be in an adjacent slot.
Equipment Slots: 1
Activation: Attack action
Range Increment: -
Target: Single target
Duration: Instantaneous
Saving Throw: dependent on missile used
Purchase DC: 31
Restriction: Mil (+3)

Dispersion Field Generator
This is a small portable field generator that can be carried on a mech. Usually mounted in a high area of a mech, back, shoulders or head to allow it a clear field for the emitters to affect a 1 mile radius area. This version has a more limited operation time, but has a much faster cool down period.
Equipment Slot: 2 (must be back, head or shoulders)
Activation: Attack action
Range: 1 mile radius
Duration: 2 hours, 10 minute cool down
Saving Throw: None
PDC: 35
Restriction: Mil (+3)

Magnetic Defensive Field (PL Late 6/7)
This adaptation of starship magnetic field defense system has been modified to encompass an area with a 100 foot radius, providing all within the same benefits of a starship magnetic field defensive system, however slightly weaker. Missiles and ballistic weapons attacking anyone within the 100 foot radius suffer a -3 penalty on attack rolls.
Equipment Slot: 1
Activation: Attack action
Range 100 ft radius
Duration: 20 minutes
Saving Throw: None
PDC: 40
Restriction: Mil (+3)

3C Lite System
The 3C Lite is a light version of command, control and communication systems used in command units. It ties all the sensors and comm systems of all friendly units within 300 feet, allowing them to share sensor data. The unit equipped with the 3C lite system can work in one of two ways. The first is a passive means, as long as the sensors and communications are not being jammed, all units gain a +2 bonus to attack rolls, Spot, Listen and Search checks while within 300 feet of the 3C lite equipped unit. Also as long as one unit in the group would not be considered flanked or can sense a hidden opponent, the rest of the group isn't flanked and suffer only half penalties for attacking hidden opponents. The second, active mode, where the user actively aids his/her teammates, coordinating sensor information, communications and tactics, granting the others +4 to attack rolls, Listen, Search and Spot checks. Also if the 3C lite equipped unit is aware of an area effect attack, can grant a +2 bonus to one ally's Reflex save. However in this use, the character can't do much besides move at base speed, can not attack or take major actions than simply moving about the field, keeping up with his/her allies.
Equipment Slot: 1
Activation: Attack action (active mode)
Range: 300 ft radius
Duration: Persistent (passive mode), or 1 round (active mode)
Saving Throw: None
PDC: 35
Restriction: Mil (+3)
 

kronos182

Adventurer
Firefog PL6
Firefog is a highly flammable chemical spray that fills the air around the mech and makes  movement hazardous. The short-lived firefog cloud bonds with air molecules, and is so unstable that the friction created by normal movement can ignite it, turning the air around the Power Armor into a lethal firestorm.
Anyone moving faster than 10 ft per round within the area of a Firefog cloud will ignite the chemical. All targets within the cloud’s radius take 6d6 points of fire damage. The explosion can set  combustibles on fire, and a Reflex save, DC 18 halves the damage. Typically the mech is specially insulated to avoid damage from its own cloud, making this weapon ideal for laying ambushes. Has enough for 10 uses. Each slot dedicated to ammo holds enough for 20 uses.
Equipment Slots: 1
Activation: Free action to deploy a cloud
Range: 30 ft radius, centered on the Power Armor
Target: All creatures and objects in range
Duration: A cloud can lie dormant for upto 1 minute
before disappating harmlessly; effects are instant when
triggered.
Saving Throw: Reflex DC 18 Half Effect
Purchase DC: 31
Restriction: Military (+3)




D21 Stake Launcher
This is a larger version of the D11 Stake Rifle made by HKA for use on vehicles, using slightly larger stakes, with better range and an automatic setting. Holds 4 belts of 50 rounds, each additional equipment slot devoted to ammo storage has room for six more belts of 50 rounds. Each additional belt has a purchase DC of 13.
Equipment Slots: 1 
Activation: Attack Action
Range Increment: 80 ft 
Target: Single target within 800 ft or autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 25
Restriction: Restricted (+2)




External Equipment Pod
Designed to carry additional system, an external equipment pod bolts onto a mecha's shoulders or back and enables the mecha to carry more weapons, defensive systems or equipment than the design normally allows. A single mecha can carry up to two external equipment pods.

Each external equipment pod may hold up to 2 equipment slots worth of equipment - this does not go against the mecha's normal equipment slot limit. The exact type of equipment the pods can carry are limited to non-sensor, non-character items. 
Equipment Slots: 1, must be shoulders or back/toros
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 5 + one quarter the mecha's base purchase DC.
Restriction: None




Reinforced Armour
The mecha's superstructure is reinforced and thickened to better withstand damage. Designed to work in concert with the mecha's superstructure and armour covering, tying the two closer together and enhancing the capabilities of both elements of the mecha's design

A mecha outfitted with reinforced armour gains a +5 bonus to hardness, and increases the armour's equipment bonus to defense by +2. Due to the increased bulk of the mecha, the armour penalty is increased by 2. 

Reinforced armour doesn't work if the mecha doesn't have standard armour equipped. 

Equipment Bonus: See text
Armour Penalty: See text
Speed Penalty: None
Purchase DC: 5 + one half the mecha's base purchase DC




Open Cockpit
The open cockpit is like a normal cockpit, only it's open, leaving the pilot exposed somewhat. The open cockpit reduces the mecha's armour bonus to defense dependent on which model of open cockpit, due to how open it is. On large sized mecha the Open cockpit must be in one of the following slots: helmet, torso, and back. Mk1 armour bonus is only 1/4, Mk2 armour bonus is only 1/2, Mk3 armour bonus is 3/4 of its normal bonus, round up.
Equipment Slots: 1 for Mk1 and Mk2, 2 for Mk3
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchace DC: -5 for Mk1, -3 for Mk2, -1 for Mk3
Restriction: None   




SR-1 JAMMING SYSTEM (PL 7)
This system covers the mecha’s body with hundreds of small transmitters, each one of which constantly projects an electronic signal specifically designed to foil sensor systems. A mecha equipped with an active SR-1 jammer is instantly spotted on sensor systems but the SR-1 makes correctly identifying details about the mecha difficult – the sensor operator’s Computer Use check suffers a –20 penalty due to the SR-1’s interference.
The SR-1 can also be used to actively disable another mech or vehicle. The user focuses the jamming onto a single target within 100 ft, making a touch attack roll, then makes an opposed Computer Use check with the target with a +5 bonus. If the target doesn't have a pilot or Computer Use skill, it can make use of it's Fort save. On a failed save, the target is disabled for 1d4 rounds as it's electronic systems are scrambled temporarily and must reboot. A disabled mech or vehicle can not fight, move or defend itself, losing Dex bonus to Defense, and the pilot can make a Computer Use DC 20 check each round while disable in an attempt to reboot the systems faster.
Activating or deactivating the SR-1 requires a free or attack action depending on which mode is activated. For just jamming it takes only a free action and remains active until deactivated, while the active jamming is an attack action.
A mecha equipped with an SR-1 jamming system has one less equipment slot.
Equipment Slots: 1 (equivalent).
Activation: Free or Attack action, see text.
Range: Personal, or target within 100 ft
Target: You. 
Duration: Persistent, see text.
Saving Throw: None.
Purchase DC: 29..
Restriction: Military (+3).




SOUND SUPPRESSOR (PL 7)
This advanced system,similar to the Gravity Age sound suppressor that is used on some hand-held energy weapons, generates a field of sonic energy that cancels sound produced within the field, granting the mecha with a +10 equipment bonus to Move Silently checks. The system must be activated and deactivated (requiring an attack action),
but once activated it will remain functioning for no more than one minute, after which point the system automatically shuts down and cannot be used again for one hour (the amount of time the sound suppressor requires to fully recharge).
A mecha equipped with a sound suppressor has one less equipment slot.
Equipment Slots: 1 (equivalent).
Activation: Attack action, see text.
Range: Personal.
Target: You.
Duration: 1 minute, see text.
Saving Throw: None.
Purchase DC: 25 (medium, large, and huge
mecha); 30 (gargantuan and colossal mecha).
Restriction: Military (+3).




TURTLE (PL 6)
This specialized form of quadrupedal mecha design sacrifices the standard base speed increase for a thicker, more protective layer of armor. A turtle design uses the exact same specifications as the quadrupedal mecha (see the future SRD), except that the design does not gain the +10 ft. bonus to speed, instead gaining a +5 bonus to hardness.
 

kronos182

Adventurer
ADVANCED GYROSCOPIC STABILIZERS (PL 7)
Your mecha’s gyroscope, the internal system that helps the mecha to maintain balance, is a second-generation model, more advanced than the gyroscope found on most standard mecha designs. When piloting a mecha equipped with advanced gyroscopic stabilizers the operator gains a +2 equipment bonus on all move-related checks, including Drive checks, Jump checks, and Climb checks, Balance checks and checks against being bullrushed or overrun.
A mecha equipped with an advanced gyroscopic stabilizer loses one equipment slot.
Equipment Slots: 1, equivalent.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 8.
Restriction: None. 




Ablative Plating (PL 6)
An outer hull layer on some mech is designed to vaporize under weapons fire, thereby dissipating energy and protecting the mech's interior. Mechs equipped with this modification will gain armour points equal to one-fourth the hit points of the mech.
If a mech has 75 hit points then it has 19 points of ablative plating. Each attack reduces the armour points of ablative plating by 5. When the mech is attacked ablative plating reduce the first successful attacks damage by 19 points; then the second successful attack damage will be reduced by 14 points; then the third successful attack damage will be reduced by 9 points and so forth. Each attack reduces the armour points of ablative plating by 5.
When the ablative plating damage reduction reached 0 it will no longer function and the mech will take damage as normal. This defense system cannot be combined with Ceramic Composed Plating or Reactive Armour.
Equipment Slots: None
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10
Restriction: None
Note: This system could be added to vehicles and even armour. On personal armour, has an armour rating of 10 for light, 15 medium, 20 heavy and 25 for powered. Each hit reduces the armour rating by 2.




Ceramic Composed Plating (PL 5)
This defense system effectively covers the mech’s outer covering with ceramic composed plating. This type of plating makes the mech more resistant to heat and fire based attacks. This type of plating grants the mech fire resistance 10. This defense system cannot be combined with Ablative plating or Reactive Armour.
Equipment Slots: None
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10
Restriction: None




Plastisteel Superstructure (PL 5)
This composite of plastic and metal is lightweight and cheaper than the more resilient other metals, a cheaper alternative to duraplastic.
Plastisteel can also be used for armor.
Hardness: 5.
Base Purchase DC Modifier: –6.

Plastisteel Armour (PL 5)
This composite of plastic and metal is lightweight and cheaper than the more resilient metals. A cheaper alternative to duraplastic, and usually used in civilian construction mechs.
Plastisteel can also be used as a building material for mech superstructures.
Equipment Bonus: +1
Armor Penalty: –2
Speed Penalty: None.

Purchase DC: 5 + one-quarter the mech’s base purchase DC. 
 

kronos182

Adventurer
Graphite Rocket Launcher (PL 6)
A graphite rocket is a non-lethal weapon used to disable electrical power systems. Graphite rockets work by spreading a cloud of extremely fine carbon fiber wires over electrical components, causing a short-circuit and a disruption of the electrical supply. Mechs, or vehicles hit by a graphite rocket must succeed on a Fortitude save (DC 25) or be stunned for 1d4 rounds. The mech automatically drops what it is holding and can take no attack or move actions. While the mech is stunned, apply a –2 penalty to the mech operator’s Defense (even though the operator is not stunned).
Equipment Slots: 1, Shoulder, hand or arm
Activation: Attack action
Range: 150 feet.
Area: 20-foot-radius burst.
Duration: Instantaneous
Saving Throw: Fortitude save (DC 25)
Purchase DC: 15 for rocket launcher and 5 rockets, 9 per additional 5-rocket pack 




GEPB04
The 04 is a mech based General Electric particle beam weapon. Offered in either a rifle handle unit, or built in. Offering a heavy hitting punch, but at close range, the 04 is excellent for bunker busting or ambushing armoured units. The 03 deals 2d6x10 points of damage, critical x3, of an unspecific type of energy.
Equipment Slots: 2, must be arms, shoulder, back or torso
Activation: Attack action, semi rate of fire
Range Increment: 55 ft
Target: One target
Duration: Instantaneous
Saving Throw: None
Purchace DC: 28
Restriction: Military (+3) 




Troop Transport (PL 6)
Some of the space in a Gargantuan and Colossal sized mechas have been converted to carry other smaller power armors and mecha as troop support.
Converted Gargantuan mecha can carry the following:
• Ten small sized creatures or
• Four medium sized creatures or
• Two large sized creatures
Colossal mecha can carry the following:
• Fifteen small sized creatures or
• Six medium sized creatures or
• Three large sized creatures or
• One huge sized creature
Equipment Slots: 4
Activation: None
Range: Personal
Target: You
Saving Throw: None
Purchase DC: 10 + Base price of the Mecha
Restriction: Restricted (+2)




Water Freedom System (PL 6)
This mecha was created to effectively work as well underwater as on the ground. Many of the mechas systems have been adapted to work underwater.
Here are the changes the mecha’s normal performance:
• The mecha is equipped with an oxygendiffusing system that allows the pilot unlimited oxygen supply while underwater.
• Mini-turbine impellers system with a wing membrane designed along the lines of a manta ray making it possible for the mecha to travel underwater at triple their normal movement rate. Also with this addition, the mecha is able to launch itself from the water from the water level to 50 feet up.
Equipment Slots: 2
Activation: Move Action
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10
Restriction: None




Helical Magazine (PL 6)
These weapons are equipped with helix-cylindrical magazine which can carry large amounts of ammunition in a small space. With this any mech equipped with this can increase any ballistic weapon’s magazine amount by a multiple of 10.
Equipment Slots: None
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 5 + the weapon’s base purchase DC
Restriction: None
 

kronos182

Adventurer
Ultralight Construction (PL 7)
The improvement of innovative and experimental alloys and polymers continuously permit mecha technology to advance to the point where once very bulky and heavy mechs become very easy to carry as lighter models. Any mech with Ultralight Construction will weight half the listed weight. In addition, mechs with Ultralight Construction reduce
their hit points by 10 points, and the base speed of the mech is increased by 5 feet (to a maximum of the user’s normal speed).
Restrictions: None.
Purchase DC Modifier: +4.




Mecha Design Option, No (Limb/Head)

Mecha can be designed with fewer moving parts than the basic biomorph frame described in the core rules. This option is popular among vehicle and civilian mecha designers, as it frees up design space within the mecha and lowers the mecha's base price.

Removing a limb or head puts the slots from that part into the 'back' or 'torso' of the mecha. It also grants a number of bonus slots based on the size of the mecha.

Mecha Size / Slots per Limb or Head Removed
Medium / +1 slot per limb or head removed
Large / +1 per limb removed, additional +1 per matching pair removed; +1 slot for the head
Huge / +2 slots per limb or head removed
Gargantuan / +2 per limb removed, additional +2 per matching pair removed; +2 for the head
Colossal / +4 slots per limb or head removed
Gigantic / +4 per limb removed, additional +4 per matching pair removed; +4 for the head
Titanic / +8 slots per limb or head removed
Leviathan / +8 slots per limb removed, additional +8 per matching pair removed; +8 for the head
Behemoth / +16 slots per limb or head removed
Reduce the mecha PDC by -2 per limb or head removed.

This option was actually created by someone else on the WotC forums, but I can't remember who, and I make use of this option from time to time so including it here.




No Access Space

Thestandard mecha designs include access space for maintenance and repair crews.This access space lets personnel or robots make their way through all of themecha's vital systems. A mecha can be designed with no access spaces. Thisoption increases the number of equipment slots available, but also makes evenordinary repairs into heroic tasks.

Increaseall repair or maintenance DCs by +10. Decrease the mecha Purchase DC by -3. TheGM may rule that repairs to certain systems, such as powerplants, space drives,or stardrives, are impossible outside of specialized facilities. Thesefacilities reduce the repair DC to normal, but use expensive equipment andhighly skilled personnel to get the job done. Increase the cost of repairs by+3 PDC.

Increasethe number of slots according to the mecha's size:

MechaSize / Bonus Slots
Medium/ +1 slot per 5 full existing slots
Large /+1 slot per 3 full existing slots
Huge /+1 slot per 2 full existing slots
Gargantuan/ x2 slots
Colossal/ x 3 slots
Gigantic/ x5 slots
Titanic/ x8 slots
Leviathan/ x13 slots
Behemoth/ x22 slots

Ifyou're using both the No (Limb/Head) option and this option, apply No AccessSpace last.

Designer'snotes
I usethe Adding Equipment Slots option from the core books as an after-marketmodification. That way the PCs can customize their mecha. If you want to usethe Adding Equipment Slots option as a pre-market design option, apply it afterNo (Limb/Head) but before No Access Space.

Militaries rarely use this option. Civilian designs with thisoption stick to safe routes between major port facilities, and depend onlong-term contracts at those facilities to keep maintenance costs down.




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 ridiculous, 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.
 
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kronos182

Adventurer
5 Mech Superstructures

Aircraft Grade Aluminum (PL5)
Cheap and light aircraft grade aluminum works fine against small arms and rifles. It is so light that mecha equipped with Aircraft grade aluminum superstructures gain a bonus of +10 ft to its base speed.
Hardness: 5
Speed Bonus: +10 ft
Base Purchase Modifier: -5

Carbon Composite (PL5)
Based on low-observability/stealth materials design carbon composite armour is an early form of stealth armour for PL5 mecha designs. The material makes the mecha difficult to detect at long range with conventional radar and MAD sensors. Opposing units trying to detect a mecha with carbon composite superstructure take a -5 penalty on their computer use checks if they are using Class I or II sensor suites. Class III and higher are unaffected.
Hardness: 2
Speed Bonus: +20 ft
Base Purchase Modifier: -2

Titanium Alloy (PL5)
Titanium alloy is some of the strongest materials available to a PL5 military. It makes a great material for building mecha superstructure but is rare and expensive.
Hardness: 12
Base Purchase Modifier: +5

Nickel-Iron Alloy (PL5)
Nickel-Iron alloy is cheap and mostly effective against small arms and very light rockets and grenades.
Hardness: 6
Base Purchase Modifier: -8

High Grade Steel (PL5)
High grade steel is strong but heavier than aircraft grade aluminum. Many countries without access to exotic materials are beginning to use high grade steel in their early attempts at mecha construction.
Hardness: 8
Base Purchase Modifier: -2




7 Mech Armours

Aircraft Grade Aluminum (PL5)
Cheap and light aircraft grade aluminum works fine against small arms and rifles. It is so light that mecha equipped with Aircraft grade aluminum superstructures gain a bonus of +10 ft to its base speed.
Hardness: 5
Speed Bonus: +10 ft
Base Purchase Modifier: -5

Carbon Composite (PL5)
Based on low-observability/stealth materials design carbon composite armour is an early form of stealth armour for PL5 mecha designs. The material makes the mecha difficult to detect at long range with conventional radar and MAD sensors. Opposing units trying to detect a mecha with carbon composite superstructure take a -5 penalty on their computer use checks if they are using Class I or II sensor suites. Class III and higher are unaffected.
Hardness: 2
Speed Bonus: +20 ft
Base Purchase Modifier: -2

Titanium Alloy (PL5)
Titanium alloy is some of the strongest materials available to a PL5 military. It makes a great material for building mecha superstructure but is rare and expensive.
Hardness: 12
Base Purchase Modifier: +5

Nickel-Iron Alloy (PL5)
Nickel-Iron alloy is cheap and mostly effective against small arms and very light rockets and grenades.
Hardness: 6
Base Purchase Modifier: -8

High Grade Steel (PL5)
High grade steel is strong but heavier than aircraft grade aluminum. Many countries without access to exotic materials are beginning to use high grade steel in their early attempts at mecha construction.
Hardness: 8
Base Purchase Modifier: -2




Military Uplink (PL5)
The military uplink is used to communicate with surveillance aircraft, C3 bunkers, recon drones and naval units. The uplink allows a unit to send and receive data across the globe through the military satellite network. It can also download data from reconnaissance assets for use in the field.
Equipment Slots: None, requires Comm System installed.
Activation: Move action
Range: personal
Target: You
Duration: persistent
Saving Throw: none
Purchase DC: 20

Anti-Missile System (PL5)
The anti missile system is a small caliber chain gun linked with a search radar designed to detect and neutralize incoming missiles. The system imposes a -5 penalty to hit the target mecha with missiles
Equipment Slots: 2, must be Back/Torso/Shoulders
Activation: none
Range: personal
Target: you
Duration: 1 round
Saving Throw: none
Purchase DC: 20
Restriction: Licensed (+1)

Anti-Infantry Defense System (PL5)
The anti-infantry defense system utilizes a series of small direction mines that are linked to a web fo sensors mounted on the lower portions of the mecha. When enemy infantry approach, the sensors detect the enemy soldier and choses the appropriate number of mines and direction, then detonates them. The system does 2d6 slashing damage to anyone within 15 feet of the mecha.
Equipment Slots: 2, must be Legs/Boots/Belt
Activation: free action
Range: personal
Target: you
Duration: 1 round
Saving Throw: none
Purchase DC: 20
Restriction: Military (+3)
 

kronos182

Adventurer
Mecha Radar System (PL5)

The radar sensor system allows a mecha to detect aerial threats and engage them with its weapon systems. A radar sensor system grants a +2 equipment bonus on the operator's Navigate and Spot checks against aerial targets. 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 aerial target and determine all the following information about the 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: 10 mile radius emanation centered on your mecha
Area: 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




Jump Jets (PL5)
Jump jets come with pre-loaded reservoir of chemicals that power thrusters giving the mecha a limited jump capability. While this cannot offer true flight, it does allow mecha to "jump" onto rooftops or over larger barriers. Jump jets provide a vertical "jump" of 100 feet. Can be used 5 times before requiring a refueling.
Equipment Slots: 1 must be Back, Shoulders, or boots
Activation: none
Range: Personal
Target: you
Duration: 1 round
Saving Throw: none
Purchase DC: 14, refueling costs PDC 9
Restriction: none




Detachable External Pods
A detachable external pod is a piece of equipment or weaponry mounted on the outside of the mecha instead of inside as an integral part of the mecha. Each external pod imposes a -5 feet penalty to the mecha's speed and decreases flight maneuverability by one category.
Every attack against the mecha has a 15% chance to damage an external pod. Each pod generally has a hardness of 5 and 20 hit points. When a pod is destroyed so is the equipment inside. Pods can be ejected as a free action, which remove the penalties added by that pod.
Most pods are unpowered except for special purpose ones. Pods have an equivalent space of about one slot each normally. Pods built for ammunition must be attached to the same area as the weapon they are meant to supply.

ECM Pod
The ECM pod is used to jam and disrupt enemy communications and sensors. The enemy pilot must make an opposed attack roll vs the defender's base defense plus his Computer Use skill bonus to target the mecha. If the attacker fails he cannot target the ECM equipped mecha this round.
Equipment Slots: None
Activation: Move action
Range: personal
Target: you
Duration: persistent
Saving Throw: none
Purchase DC: 28
Restriction: Military (+3)

Grapple/Winch Pod
This pod is an integrated grapple gun and attached winch motor. The winch can pull most large mecha and small vehicles. This pod is often used by special forces as its less flashy and noisy than a jetpack. Civilian Search and Rescue also use the grapple/winch pod on SAR mecha. A successful ranged attack will attach the grapple. The strength of the winch is the same as the mecha it is attached to. The winch has 200 feet of chain.
Equipment Slots: none
Activation: attack action
Range: 200 feet
Target: you
Duration: persistent
Saving Throw: none
Purchase DC: 10
Restriction: none

Recon Pod
Recon pods are a set of cameras, sensors and the devices to record the data collected. Used on reconnaissance missions they can be added to any type of mecha though they are usually placed on small stealthy mecha.
Equipment Slots: none
Activation: attack action
Range: 1 mile, line of sight
Area: 1 target (passive/active)
Duration: persistent (passive scan mode) or 1 round (active scan mode)
Saving Throw: none
Purchase DC: as per sensors +2

Weapon Pod
Weapons can be taken in pods and follow all the rules for pods. When a weapon pod runs out of ammunition or becomes damaged it can be dropped thereby increasing the speed of the mecha. This allows more internal space for mecha to carry other equipment. Weapons will have only 3/4 of what an integrated weapon has.
Equipment Slots: None
Activation: per weapon
Range: per weapon
Target: per weapon
Duration: per weapon
Saving Throw: per weapon
Purchase DC: per weapon +2
Restriction: per weapon

Buoyancy Pod
This pod provides buoyancy for underwater exploration or combat, allowing the mecha to ascend and descend in water, much like the ballast tanks on a submarine. If the pod is damaged for some reason, the mecha may ascend or descend out of control until the pod is repaired.
Equipment Slots: none
Activation: move action
Target: you
Duration: Persistent
Saving Throw: none
Purchase DC: 27
Restriction: none

Parachute Pod
The Parachute pod allows mecha to be dropped into inaccessible locations. The pilot needs to make a DC 15 piloting role to remain upright when the mecha lands or ben knocked prone.
Equipment Slots: none
Activation: attack action
Target: you
Duration: Instantaneous
Saving Throw: none
Purchase DC: 14
Restriction: Licensed (+1)




Small Manipulator Arms
These small versions of the mecha's basic arms usually attached to the chest to help with moving or loading standard size loads rather than industrial size loads which is what the regular arms are for. The small manipulator arms can also be used to load patients into medical pods and carry small amounts of cargo. Small manipulator arms only gives a +4 Strength bonus to the Pilot's Strength.
Equipment Slots: 1, must be torso
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




Extensor Gauntlets (PL 6)
Extensor gauntlets use advanced robotics and a series of ingenious ‘stacked’ concentric metal and plastic armor plates to extend the pilot’s reach several yards farther than normal. The pilot’s gloved hand seems to ‘ratchet’ out from his arm, extending on a flexible metal tendril.
With this enhancement the pilot can choose to extend the reach of one (or both hands, if both are equipped with this enhancement) in 10 ft increments, up to a maximum of 50 ft reach. However, each 10 ft reach improvement carries with it a –2 penalty to all attack rolls and skill
checks made with that hand due to the relative clumsiness of the robotic manipulator. Due to this same clumsiness, though the pilot can choose to attack foes up to 50 ft away with a melee attack, he or she doesn’t ‘threaten’ those squares, nor can the pilot make any more attacks of
opportunity than normal.
Equipment Slots: One (must be arms)
Activation: Standard action
Range: maximum 50 ft range
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10 + one quarter the Power Armor’s base
purchase DC
Restriction: None 
 

kronos182

Adventurer
Storm

The Storm is an assault mech made by the creators of the Sentry mkI and IIs. Many critics are not fond of it's open cockpit design, but many poorer users like the heavier weaponry in a small mech. 

Large Scout Walker Mecha (refer to Future Tech, pg 66)
Size: Large (-1)
Bonus Hit Points: 100
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +2 (open cockpit)
Armour Penalty: -6
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty: 0
Speed: 20 ft Base
Purchase DC: 42

Helmet: Class I Sensor System
Torso: Open Cockpit Mk1
Back: T-95 ammo 6 belts
Shoulders: 1 shot Internal Burst Missile
Left Arm: T-95 ammo 6 belts
Left Hand: Hand Replacement 2 Slots: 2 Fire-linked T-95 Cavalcade Chainguns
Right Arm: 4 M-87 missiles
Right Hand: Hand Replacement 2 Slots: M-87 Talon Missile Launcher, plus 4 extra missiles
Boots: 
Comm System

Standard Package Features: Comm system
Bonuses: +2 Navigate and Spot
Weapons: Two Fire-Linked T-95 10d6 ball, 20, 60 ft incr, Semi/Auto, 10 belts each
M-87 Talon Missile Launcher 15d6 ball/fire, 20, - ft incr, single, 4 int +8 extra missiles, 20 lbs
1 Shot Internal Burst Missile 5d12 ignore half hardness/DR of target, 19-20, 125 ft, Single, 1 Missile
Slam 1d8 bludgeon.

Mecha Equipment

Open Cockpit
The open cockpit is like a normal cockpit, only it's open, leaving the pilot exposed somewhat. The open cockpit reduces the mecha's armour bonus to defense dependent on which model of open cockpit, due to how open it is. On large sized mecha the Open cockpit must be in one of the following slots: helmet, torso, and back. Mk1 armour bonus is only 1/4, Mk2 armour bonus is only 1/2, Mk3 armour bonus is 3/4 of its normal bonus, round up.
Equipment Slots: 1 for Mk1 and Mk2, 2 for Mk3
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchace DC: -5 for Mk1, -3 for Mk2, -1 for Mk3
Restriction: None

1 Shot Internal Burst Missile
This is a single shot, cut down version of the Internal Burst missile used on capital ships and heavy tanks. These missiles bore into the target's armour before detonating, causing severe damage to many internal systems. Internal burst missiles ignore one-half of a target's hardness/DR.
1 slot
PDC 23 (+3 Military)




PA-01

The PA-01 doesn't look pretty, but it's cheap. Also known as Uglies, Junkers, or POS. The plans for the PA-01 were stolen from a military database then released on the internet and other world wide communication systems. Almost anyone can build one after downloading the plans and has access to the right equipment. Unfortunately due to this fact, many are subpar and can't take a beating against any military units. Although there are a few groups that manufacture the PA-01s in bulk that are of a higher quality than most homemade ones.
The only advantages of the PA-01 are that it's extremely easy to use, fairly cheap ranging in price from an expensive vehicle to a small house. 
Bulk built ones usually come standard with the left arm being the weapon arm, built in assault rifle and a five shot 40mm grenade launcher. Other weapons can be installed, such has a heavy machine gun, grenade launcher, or even a multishot rocket launcher (usually up to 5 shots at most), or automatic shotgun. Many users also carry a submachine gun or other light weapon for the other hand, or a rocket launcher for heavier punch against armoured targets.

PA-01 (Bulk manufactured stats) PL5/6
Size: Large (-1)
Bonus Hit Points: 75
Superstructure: Steel
Hardness: 5
Armour: Steel
Bonus to Defense: +5 equipment, -1 size
Armour Penalty: -7
Reach: 5 ft
Strength Bonus: fixed 18
Dexterity Penalty: 0
Speed: 20 ft
Purchase DC: 26
Game Note: The PA-01 is just barely Large in size, thus its reach is that of a Medium size mech, and can be counted as a medium sized creature when it's advantagous to do so, except for swimming, escape artist checks, reach. Can use standard size infantry weapons in its hands.
Cheap Construction
Fixed Strength
If a homemade version, weapon can by any infantry weapon instead, also reduce HP by 2d6 due to many users using scrap metal.

Helmet: Cockpit
Torso: Cockpit
Back: Eyeball Mark 2
Shoulders: 
Left Arm: Weapon Varies
Right Arm: 
Boots:

Standard Package Features: 
Weapons: Builtin Assault Rifle/grenade launcher 2d8 ball, 20, 80 ft incr, Semi/Auto, 4 belts of 50 rds
grenade launcher varies (usually frag 3d6), 20, 70 ft, single, 5 box.
Slam 1d8 bludgeon.

Cheap Construction:
Using readily available materials and not military grade ones, makes the item less robust and a bit weaker. Reduce base HP of the mech by 25% and base purchase DC by 10. Large would be 75 HP.

Steel Superstructure (PL5)
Readily available steel used in the construction of the mech.
Hardness:5
Base Purchace DC Modifier: -5

Steel Armour (PL5)
Easy to aquire and strong. Comparable to Alumisteel, although a bit heavier, although cheaper.
Equipment Bonus: +5
Armour Penalty: -7
Speed Penalty: -10 feet
Purchase DC: 6 + one-half mecha's base purchase DC

Fixed Strength
The mecha's strength rating is fixed, which is usually lower than other mechs of its size or class. Used as a method of reducing costs, or when great strength isn't an issue for the mech's purpose.
The strength rating is different for each size of mech. Large Str 18, Huge Str 26, Gargantuan Str 34, Colossal Str 42.
Purchase DC of mech is reduced by 5.

Eyeball Mark 2
Eyeball sensors are just one's eyes, well the Mark 2 is a little more than that. Basically a digital set of binoculars and passive night vision.
PDC: 14

Weapon arms:
Assault rifle
An assault rifle, like the M16 with a grenade launcher similar to the M79 are built into a frame. Has enough room for 4 belts of 50 rounds and 5 40mm grenades.
PDC 20

Grenade Launcher
An automatic grenade launcher is built into this arm, holding around 50 rounds
PDC 24

Rocket Launcher
A multishot rocket launcher is built into the arm
Rocket Launcher 6d6, fire, 20, 80 ft, single, 5 box.
PDC 25

Other weapon arms exist that are usually unique to the builder or custom order. A few include automatic shotguns, or dual assault rifles or shotguns. Several have been seen with three submachine guns built into the arm, known as room sweepers.




Thunder

The Thunder is an infantry support mech. Designed to move with infantry and help take on armoured units, bunker clearing capabilities or large area denial/suppression. Armed with an array of mini rockets and mini grenades, rapid fire laser rifle to aid it in it's mission.
The Thunder is fairly well armoured, with a large backpack unit, shaped similar to butterfly wings in shape, making it a little top heavy. This is the main missile/rocket launcher system, and can be ejected in an emergency. This pack can be used as an emergency explosive, setting all the remaining warheads to self destruct on a counter after it has been ejected.

Size: Large Heavy Assault Mech
Bonus Hit Points: 100
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: 
Armour Penalty: 
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty: 0
Speed: 30 ft without missile system, 20 with the system attached.
Purchase DC: 45

Helmet: Oracle Targeting System Mk2
Helmet: Cockpit
Torso: Cockpit
Back: Missile Weapon Pack
Shoulders: Class III Sensor System
Shoulders: External Equipment Pod (Holds 6 Crud Rockets and 200 mini-grenades for M-GL43A)
Left Arm: M-55 Crud Rocket Launcher
Left Hand: M-GL43A
Right Arm: M-21 Comet Autolaser
Right Hand: M-21 Comet Autolaser
Boots: 
Comm System

Standard Package Features: Comm system
Bonuses: +2 Navigate and +2 Spot, 90 ft darkvision
Weapons: M-GL43A varies, varies, 20/varies, 80 ft, S/A, 100 box +200, 21 lbs
M-55 Crud Rocket Launcher 10d6 slash, 20, 200 ft incr, single, 6 int +6 extra rockets, 35 lbs
Multi-Launch Mini-Rocket Launcher varies, varies, 20/varies, 150 ft, 50 mini rockets per launcher (100 total), 300 lbs
Slammer Missiles 6d8, concussion, 20, 250 ft, single, 3 missiles per launcher (6 total)
Slam 1d8 bludgeon.

New Equipment

Missile Weapon Pack
This system is unique to the Thunder so far. The ends of the 'wings' are launchers for its ordinance. The upper wings contain the mini rocket launchers, while the lower smaller set contain several slammer missiles.
Multi-Launch Mini-Rocket Launcher x2
The top 'wings' contain two multi-launch mini rocket launchers, similar to the ones installed on the Hailstorm robots, but with expanded magazines for longer endurance in fights. The multi-launch system is fully capable of firing a single rocket at one target.
Barrage: Target a square and it launches five rockets surrounding it to overlap the explosive areas of the warheads to maximize damage potential.
Blast radius is 2.5 times the radius of one rocket. So if rocket has a 20 ft blast radius, barrage radius is 50 ft.
Anyone caught in the blast radius takes 1.5 times normal rocket damage, Reflex save DC is increased by +5. A rocket's ability to ignore hardness/DR is ignored unless target within takes up half or more of the blast radius.
Each launcher holds 50 mini-rockets (for a total of 100 rockets), usually a mix of 25 fragmentation and 25 explosive.
Range Increment 150 ft
Slammer Missile Launcher x2
The two lower 'wings' contain three slammer missiles each for large area denial and even anti-aircraft use.
Slammer Missile (PL6)
Damage: 6d8 to target hit, 3d8 to everything within 50 ft radius. 
Critical: 20
Damage Type: Concussion
Range Increment: 250 ft. Aircraft mounted ones use normal rules for missiles similar to sidewinders.
Rate of Fire: Single
Weight: 21 lbs per missile
Ammo: 3 missiles each wing for a total of 6
Game Notes: Target hit must make Fort save 25 or Stunned for 1d6+3 rounds, is knocked prone if person, if an airborne target, like a helicoptor or even a hovercraft must make a Pilot skill check DC 25 to maintain control. Everything within the blast radius must make Fort Save DC 20 or be stunned for 1d6 rounds, Reflex save DC 20 or be thrown 20 ft and knocked prone (damage for striking a target while being thrown apply). Flying and hovering craft must make Pilot skill check DC 20 or lose control. 
Reduces speed of mech by 10 ft.
PDC: 36 for fully loaded weapon system Mil (+4)

M-GL43A
The M-GL43A is a large size mech, or creature, large pistol or submachine gun shaped weapon that fires mini-grenades instead of regular bullets that allow for a far more versatile weapon. The M-GL43A can fire any mini-grenade available on the market. If used on autofire, increase Reflex DC by +5 and autofire area to 15 ft by 15 ft, but still uses only 10 rounds (add blast radius of mini grenades around the autofire area for those affected by grenade damage). Holds 100 rounds. Each equipment slot dedicated to ammunition holds 200 rounds.
Equipment Slots: 1 hand or arm if large size
Activation: Attack action
Range Increment: 80 ft
Target: Single target within 800 ft or autofire
Duration: Instantaneous
Saving Throw: Based on grenade used.
Purchase DC: 22
Restriction: Military (+3)
 

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