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.
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.