Here are my mecha construction rules, though they are still in development. My group has been using them for about a week, we still have not completed inventing the optional equipment and weapons.
Mecha Construction Rules
First Consult the following table to determine the amount of construction points you have available to work with roughly by cost.
Base Price:
Cost by Construction points
20 +1 30 +1 40 +1 50 +1 60 +1
100k 2 k 115k +2k 125k +2.5k 155k +5k 215k +10k
70 +1 80 +1 90 +1 100 +1 110 +1
325k +15k 490k +20k 715k +25k 1m +30k 1.33m +35k
120 +1 130 +1 140 +1 150 +1 160 +1
2.05m +40k 2.49m +50k 3.04m +60k 3.7m +80k 4.58m +100k
170 +1 180 +1 190 +1 200 +1 210 +1
5.68m +120k 7m +140k 8.54m +160k 10.3m +180k 12.28m+200k
220 +1 230 +1 240 +1 250 +1
14.48m+225k 16.25m+250k 18.2mil+275k 20.25m+300k
500 +1 1000 +1 2000 +1
92.5 +925k 185m 1.9m 370m 3.8m
Then Choose a mecha size.
Table 1: Basic Frame
Construction Size DR
Points: Size Modifier Str Dex Mult Mass
20 Med +0 +5 +0 x1 0-500lbs
(Power Suit)
50 Large -1 30 -0 x1.5 500lbs-4000lbs
80 Huge -2 40 -1 x2 4000lbs-32000lbs
120 Gargantuan -4 50 -2 x2.5 32000-250000lbs
200 Colossal -8 60 -3 x3 250000lbs or more
The dexterity modifier is subtracted from the pilots dexterity score, affecting piloting, defense, and attack rolls, reflecting the difficulty of piloting larger mecha. The size modifier affects defense and attack rolls. The DR multiplier is the multiplier for the Base DR of whatever metal the superstructure is made out of. The Str bonus for a power suit is +5. Strength for regular mecha is listed.
To determine the cost for the superstructure multiply the base cost of the frame from the table above by the construction point multiplier in Table 2: Superstructure.
Table 2: SuperStructure
Base Def HP HP HP HP HP Construction
Type DR Bonus Med Large Huge Gargantuan Colossal Points
Alumisteel 7 +5 40 80 160 320 660 x.75
Duralloy 10 +6 50 100 200 400 800 x 1
Vanadium 10 +6 70 140 280 560 1120 x 2
Neovulcanium 12 +7 75 150 300 600 1200 x 2.5
Neutronite 12 +8 85 180 360 720 1440 x 3
Megatonium 15 +10 100 200 400 800 1600 x 4
The mechas DR is determined by multiplying the base DR from Table 2: Superstructure by the DR Multiplier in Table 1: Basic Frame. Def Bonus and HP for the Mecha are also found on Table 2: Superstructure.
Stealthing the Mecha costs 30 CP for Medium Power Armor and 60 CP for Large Mechs.
Optional Frame Components
Type C Points Effect
Stealth 30 Med/60 Large Stealth armor, non-reflective paint, sound dampeners, electronic countermeasures, and a stealthy shape provide a +10 to Hide and Move Silently, and a +10 to the DC for checks to find the mecha on radar and sensors. You can’t add extra armor to a stealthed Mecha.
Buy extra armor if desired. The percentage cost is for the basic frame (i.e. the frame in table 1: Basic Frame, not the total superstructure cost)
Armor Piloting Construction
Extra Armor Bonus Penalty Points
Duralloy +4 -1 15% Basic Frame Cost
Vanadium +5 -2 25% Basic Frame Cost
Neovulcanium +5 -1 50% Basic Frame Cost
Nuetronite +6 -3 85%Basic Frame Cost
Megatonium +8 -5 125% Basic Frame Cost
Automation is required for mechs with less of a crew, because the mechas on-board systems have to do more work. Life Support cost goes up with crew size.
Automation
Construction Cost for
Points Life Support Crew Size Restrictions
0 6 15-25 Colossal
1 4 5-15 Gargantuan
2 2 2-5 Huge
3 1 2-3 Large
4 1 1 Med-large
Choose Cargo Capacity
Stowage
Construction Cargo Size
Points Capacity Restricitions
0 0 Any
1 50lbs Medium or greater
2 50-1000bs Large or greater
3 1000lbs-8000lbs Huge or greater
4 8000lbs-62500lbs Gargantuan or greater
5+ 62500-1/4 weight Colossal
The following flight systems are for Space/Atmosphere, but are impulse engines, and cannot reach high speeds or FTL (Faster Than Light) speeds obviously.
Impulse Flight System
Construction Size Check
Points Speed Manuverability Restriction Modifiers
15%* x4 Poor -- -4 to pilot
25%* x4 Poor -- -2 to pilot
40%* x4 Average Gargantuan
or less --
50%* x4 Average Huge or less --
65%* x4 Good Large or less +2 to pilot
80%* x6 Excellent Medium +3 to pilot
100%* x8 Excellent Medium +4 to pilot
* percent cost of frame(adjusted for superstructure) and armor.
Shields can be added to the mecha.
Shields
Constructoin Shield Double Size
Points Points Regen Construction Restriction
0 0 0 -- --
11 30 3 -- Large or greater
22 60 3 -- Large or greater
30 90 5 Large Large or greater
40 120 5 Large Large or greater
52 150 5 -- Huge or greater
65 200 10 -- Huge or greater
80 250 10 Huge Huge or greater
100 300 10 Huge Huge or greater
116 350 10 -- Gargantuan or greater
133 400 20 -- Gargantuan or greater
185 550 20 Gargantuan Gargantuan or greater
Choose an equipment slot amount, this is where you place optional equipment and integrated(not hand-held) weapons.
Equipment Slots
Construction
Points Slots Size Restrictions
0 0 --
1 2 --
2 4 --
4 8 --
6 12 Large or greater
9 18 Large or greater
12 25 Huge or greater
16 32 Huge or greater
24 45 Gargantuan or greater
32 60 Gargantuan or greater
42 77 Colossal
55 100 Colossal
Transformable Mecha
Type Base Cost Speed Size
Motorcycle 20 x6 Med
Space/Aero 80 x8 Large or Greater
Boat 20 x4 Large or Greater
Fortress 80 x0 Large or Greater
Vehicle 40 x5 Large or Greater
Tank 50 x4 Large or Greater
You can bring the same weapons from the mecha’s other form to bear and use any unused equipment slots from the other form for more weapons.
Optional Equipment
Basic Camo and Stealth Kit Slots: 3 Cost: 10k/25k/60k/135k
Non-reflective camo paint, exhaust and sound dampeners. +5 to Hide and Move Silently.
Advanced Diagnostics Slots 4 Cost 30k/60k/150k/320k
System can automatically detect and correct minor system faults. Can heal EMP system damage at the rate of one ability point per round.
Chameleon Coating: Slots 4 Cost 700k/1.4mil/2.8mil/5.6mil/11.2mil
Holographic diodes cover the surface of the Mecha, allowing it to change color to blend in with its surroundings. +20 to Hide checks.
Nanorepair Slots 5 Cost 40k/100k/220k/650k/1350k
Nanobots swarm over damaged parts and repair them, they repair 5 hp worth of damage each round, until the Mech is reduced to –50 hp ( A mech reduced to 0 HP is inoperable, but the nano-bots still function).
Fortification Slots Cost
Light 3 30k/60k/120k/240k
Moderate 5 150k/300k/600k/1200k
Heavy 7 300k/600k/1200k/2400k
Light fortification blocks 25% of criticals, Moderate blocks 50% of criticals, Heavy fortification blocks 100% of criticals.
Energy Resistance Slots None Cost 15k/30k/60k/120k
The Mech is treated during construction to resist a certain energy type. Choose from heat, ion, laser, electricity, or plasma; the mech gains resistance 20 to the particular energy type (Stacks with hardness).
COM System Slots None Cost 5k
Basic communications suite, 10 mile radius.
Targeting System Slots 2 Cost 80k/120k/180k/270k/410k
Targeting computer provides to hit bonus of +1 to +5.
Satellite Linked HUD Slots 2 Cost 40k
Cheaper than installing a sensor suite in every piece of armor on the field, allows units to use central or satellite based sensors. This advanced tactical display shows the position of all enemies within a 2 mile radius as tracked by a satellite. The satellite can provide a myriad of information, such as navpoints, orders, and friendly troop positions, as the DM decides.
Basic Speed Booster Kit Slots 1 Cost 15k
This kit aids your reaction speed, +2 to reflex saves, plus one dodge bonus to defense, usable 3 times a day, use must be declared before the saving throw roll is made or before the enemies attack roll.
Navigation System Slots 1 Cost 30k
Includes Global Positioning system and computerized maps and location tracking. Provides a +10 equipment bonus to Navigation Checks.
Combat Armor Link Slots 1 Cost 10k
The Pilot can wear armor inside the mech, which links to its systems
Gravitational Projectile Deflector Slots 1 Cost 30k/60k/120k/240k/480k
Gravitational field deflects incoming munitions. Adds a +4 deflection bonus to defense. Affects ballistic attacks only.
Gunner AutoComp Slots 2 per weapon Cost 30k/60k/120k/240k/500k
Computer aims at enemies declared hostile and fires automatically. Available in –2, +0, +2, +4, and +8/+3.
Class I Sensor System Slots 2 Cost 50k
This sensor system includes air/space radar that allows a mecha operator to scan the basic topography of the surrounding area and pick out targets well enough to aim weapons at them. A Class I sensor system grants a +2 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
Activation: Move action (active scan mode only).
Range: 1-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.
Class II Sensor System Slots 2 Cost 100k
This sensor system includes an electromagnetic (EM) detector array that localizes electromagnetic emissions, and an infrared detector that tracks targets by their heat signatures. It also incorporates a high-resolution video system that differentiates targets by their visual profile. The hi-res video system incorporates a zoom feature, allowing close inspection of distant targets. A Class II sensor system grants a +2 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon systems (functional and nonfunctional).
Activation: Move action (active scan mode only).
Range: 1-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.
Class III Sensor System Slots 2 Cost 200k
This system combines the features of the Class II sensor system with an advanced night-vision unit.
The mecha operator gains darkvision to a range of 90 feet. A Class III sensor system also grants a +2 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon systems (functional and nonfunctional).
Activation: Move action (active scan mode only).
Range: 1-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.
Class IV Sensor System Slots 2 Cost 350k
This system includes electromagnetic (EM), infrared detector, hi-res video, and nightvision sensors similar to those found on the Class II and Class III systems. It also incorporates a ladar system that uses low-powered laser beams to quickly locate and identify difficult terrain, distant obstacles, and targets.
The mecha operator gains darkvision to a range of 120 feet. A Class IV sensor system also grants a +4 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon systems (both functional and nonfunctional).
• How much damage (in hit points) the target has taken.
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
Class V Sensor System Slots 2 Cost 500k
This system improves upon earlier sensor systems by replacing the air/space radar with powerful multiband radar that quickly and effortlessly identifies and tracks mecha, creatures, and vehicles. It also combines the electromagnetic, infrared, and video scanners into a single, more powerful array. The Class V sensor system also extends the mecha’s nightvision capability.
The mecha operator gains darkvision to a range of 180 feet. A Class V sensor system also grants a +6 equipment bonus on the operator’s Navigate and Spot checks.
With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving target (usually another mecha or vehicle) and determine all the following information about that target:
• The target’s size.
• The target’s locomotive capabilities.
• The target’s present direction or trajectory.
• The number of living creatures aboard, if applicable.
• The composition of the target’s hull or superstructure, as well as the type of its armor, if any.
• The target’s weapon, defense, and sensor systems (both functional and nonfunctional).
• How much damage (in hit points) the target has taken.
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.
Medium Hand-Held
Ballistic Weapons
These weapons are so bulky that they impose a penalty to anyone not wearing power armor who wields them.
Damage Rate Range Payload Cost Slots
Thompson PF-30 5d4 Auto 120 30 box 5800/75 *
Derringer Sniper Rifle 3d10 Semi 50 15 box 6400/50 *
Light Flamer 5d6 * 60 12tank 7000/100 *#
KaufmanOmegaRifle 4d6 Auto 150 60 box 6500/75 *
Anti-Armor Rocket 8d8 One 90 1 load 6000/300 */1
1 Each Rocket Weighs 5lbs
# Requires a tank backpack.
* Hand held weapon, Mech must be right size and have hands.
Thompson PF-20 Assault Rifle
This auto-firing rifle is the staple of modern powered infantry units. It uses the standard rules for auto-fire weapons, but fires only six rounds instead of ten. Range: 1200feet. Damage 5d4. Payload 30 rounds(five shots).Weight: 30lbs.
Derringer Sniper Rifle
This Semi-auto sniper rifle is designed to take out light mecha and vehicles at range. Damage 3d10 Range: 1500 feet. Weight 37lbs.
Light Flamer
This weapon is designed for anti-light infantry role. It is mostly useless with the advent of power armor, but is still included in some squads. Damage 5d6. Range 600feet. Weight 45lbs
Kaufman Omega Assault Rifle
This state of the art rifle is a must have among mercenaries and para-military troops, as it out-shoots most standard rifles in use. Damage 4d6. Range 1500 feet. Weight 30lbs.
Medium Hand-Held
Energy Weap.
These weapons are so bulky that they impose a penalty to anyone not wearing power armor who wields them
Damage Rate Range Payload Size Cost
Plasma Rifle 6d6 One 80 10clip Med 10000
Laser Rifle 3d10 Semi 110 18clip Med 9750
Laser Pistol 4d6 Semi 90 20clip Med 8000
Plasma Rifle
For when you need that extra bit of firepower.
6d6 Damage, 80ft, 10 shot clip, one shot per round, cost 10000.
Laser Rifle
Longer range energy weapon.
3d10 damage, 110ft, 18 shot clip,semi-automatic, cost 9750
Laser Pistol
One handed energy weapon
4d6 damage, 90ft, 20 shot clip, semi-automatic, cost 8000
Melee Weapons Damage Size Weight Hands Price
Energy Saber 6d6 Large 87lbs 1 12000
Energy Scythe {two handed} 7d6 Large 114lbs 2 15000
Energy Hatchet 4d6 Med 28lbs 1 10000
Mortars Damage Range Cost Slots
Stilwell
HM-001 10d8 500 5000/200 10
HM-001 Auto-Loading Mortar
This mortar is built into a Mech, and is automatically loaded and cooled. It holds 8 mortar rounds and an additional 4 rounds per 2 slots devoted to ammo storage. It has a maximum range of just under one mile, 5000 feet. Damage is 10d8 per round (a round costs 200 credits). Special rounds available include smoke rounds, incendiary rounds (5d6 fire/heat, 30 foot radius), and fire retardant rounds.
Shields Size Weight Def Price
Tac Targe Medium 35lbs +3 4000
Bulwark Tactical Shield Large 50lbs +5 8000
Large Hand-Held Ballistic Weapons
Damage Payload Range Rate Size Cost
Thompson MF-60 10d4 60 rounds 120 A/S Large 18k/200
Kaufman Omega X 7d6 50 rounds 130 A/S Large 20k/250
Wilmington Shotgun 8d6 12 rounds 60 S Large 18k/20
Derringer Sniper LX 5d10 15 rounds 160 S Large 27k/35
Large Hand-Held Energy Weapons
Damage Payload Range Rate Size Cost
Lazlo-Xavier Plasma Rifle 8d6 10 rounds 100ft One Large 30k/500
Lazlo-Xavier Laser Rifle 7d6 15 rounds 120ft S Large 25k/200
Lazlo-Xavier Laser Pistol 6d6 20 rounds 110ft S Large 25k/200
Optional Weapons:
Lightning Gun Slots 5 Cost 90k
This weapon ejects a line of lightning 5 feet wide and 60ft long. Deals 6d6 damage. Reflex for half. 19-20 critical.
Small Rail Gun Slots 4 Cost 80k/200-50 shots
Uses magnets to accelerate fleschets to super-sonic speeds. Creates a sonic-boom when fired. 8d6 18-20.