marcoasalazarm
Explorer
Vehrec, welcome back and allow me to do an ovation to this thing that you wrote (is THAT useful. Seriously needing some ideas for the ADP/F-SWTI).
Added a new Dimensional Instability, 'Timeline Collision'.
And now, well, here's one of the many (MANY) things that my friends have demanded of me...
Location of the LaGrange Colonies, relative to Earth
They come from the ‘Gundam’ series as a whole, but Pre-Vanishing geeks have reported over underground web sites that the main series that composes the Colonies, visually and politically, is ‘Gundam Wing’-from an undeterminate time before 'Endless Waltz'. When they first appeared on their orbits, during the last moments of the 23 Hours, they believed firmly that it was some sort of Psychological Warfare move by Earth-and so, a small number of rebel Mobile Suits attacked, before anybody could do anything. The Mobile Suit squads were confronted by other orbit-based Fictions, such as the Galactica, and those who made it to Earth’s surface reported the state of disorder on the surface before being destroyed.
The LaGrange Colonies decided to not contact Coreline, and they remained ‘in the dark’ about the situation on the planet until several weeks later, whern they were contacted by the newly-formed UNSC and given an offering: independence in exchange of help to rebuild some of the damaged cities. Suspecting, the Colonies accepted, and the UNSC kept its word-since the situation on Coreline was already too volatile to add the Colonies going to war.
The Colonies went into voting shortly after, and not surprisingly (for some pre-Vanishing Humans, at least), an Alternate of Relena Peacecraft won them.
The LaGrange Colonies are in good relations with Coreline -although there’s a few underground factions that STILL believe the whole thing to be an ‘elaborate Earth Government hoax’-, producing orbitally-forged alloys and experiments of all kinds. As well, the Colonies have become a sort of ‘Casablanca’-where people from Coreline and other places in the Sol System escape to.
NEW MECHA SUPERSTRUCTURE MATERIAL:
GUNDANIUM (PL 7)
Gundanium is an extremely rare metal that can be mined and worked only in space. Mecha composed of it have attained fearsome reputations, partly because of the metal's innate properties and partly because of the string of consummately skilled pilots that such mecha have been piloted by historically: such mecha are called 'Gundams.'
Hardness: 40
Base Purchase DC Modifier: +8
NEW MECHA ARMOR MATERIAL:
GUNDANIUM ARMOR (PL 7)
Gundanium is an extremely rare metal that can be mined and worked only in space. It is one of the best Fiction mecha armor alloys known to man, but at the same time, it is extremely expensive.
Equipment Bonus: +14
Armor Penalty: -8
Speed Penalty: -5 feet.
Purchase DC: 15 + one-half the mecha's base purchase DC.
NEW MISCELLANEOUS MECHA EQUIPMENT:
ATOMIC SELF-DESTRUCT SYSTEM (PL 6)
Some mecha are so valuable or advanced that to have them fall into enemy hands would be a catastrophe. To prevent this, many prototype, unique or expirimental mecha are fitted with nuclear self-destruct systems designed to completely obliterate the mech while causing substantial damage to enemy forces within range.
Treat this micro-nuke as an explosive with three burst radii: one that extends for 5280', one that extends 2640', and one that extends 1000' from the self-detonating mecha.
The innermost deals 20d10 fire, with a Reflex save of 40: the middle deals 20d6 concussion, with a Reflex save of 25: and the outer deals 10d6 concussion, with a Reflex save of 15. The innermost rings suffer the cumulative effects of those in succeeding ones, so anyone in the center ring will take 20d10 fire, 20d6 concussion, and 10d6 concussion before Reflex saves, and anyone in the middle ring will take 20d6 and another 10d6 concussion damage. This does mean that someone in the center or middle ring will have to make multiple Reflex saves for the different 'sources' of damage.
As the explosive is a fusion weapon and uses a minumum of fission to start the reaction, there is no appreciable fallout.
The self-destructing mecha is affected as if it was at the center of the three rings, and is not allowed Reflex saves to mitigate the damage.
Equipment slots: 2
Activation: Full-round action
Target: All things within 1 mile
Duration: Instantaneous
Saving throw: Reflex half (Variable DC, see text)
Purchase DC: 35
Restriction: Military (+3)
MINIATURIZED SELF-DESTRUCT SYSTEM (PL 7)
Advances in fusion technology allow for a fusion self-destruct system to be built without reliance on bulky heavy hydrogen to use as fuel in the reaction: high-energy magnetic fields can be used to induce fusion in considerably denser material without reliance on hydrogen or a secondary fission explosion. This allows for the punch and utility of an atomic self-destruct system to be integrated with a mecha's main reactor, minimizing space needs.
Treat this self-destruct system as an explosive with three burst radii: one that extends for 5280', one that extends 2640', and one that extends 1000' from the self-detonating mecha.
The innermost deals 20d10 fire, with a Reflex save of 40: the middle deals 20d6 concussion, with a Reflex save of 25: and the outer deals 10d6 concussion, with a Reflex save of 15. The innermost rings suffer the cumulative effects of those in succeeding ones, so anyone in the center ring will take 20d10 fire, 20d6 concussion, and 10d6 concussion before Reflex saves, and anyone in the middle ring will take 20d6 and another 10d6 concussion damage. This does mean that someone in the center or middle ring will have to make multiple Reflex saves for the different 'sources' of damage.
The self-destructing mecha is affected as if it was at the center of the three rings, and is not allowed Reflex saves to mitigate the damage.
Equipment slots: None.
Activation: Full-round action
Target: All things within 1 mile
Duration: Instantaneous
Saving throw: Reflex half (Variable DC)
Purchase DC: 35 + one-quarter the mecha's base purchase DC
Restriction: Military (+3)
"MOBILE DOLL" DRONE PILOT (PL 8)
An advanced AI can obviate the need for a pilot to operate a mecha, allowing them to be mass-produced by the thousands without rushing pilots through training. Such 'mobile dolls' cannot match the abilities of a skilled pilot, but they can typically overwhelm one through sheer force of numbers.
Its statistics are treated as Str 12, Dex 12, Con --, Int 8, Wis 8, and Cha --. It is a Strong 5/Fast 1 Ordinary that cannot operate outside of its mecha and cannot gain levels under any circumstance and has no Wealth, Occupation, or Repuatation, but has feats and skills chosen to suit its role in combat. Typically, the skills are as follows: Pilot 4 ranks, Drive 4 ranks, Spot 4 ranks, Listen 4 ranks, Navigate 4 ranks. Typically, the feats are as follows: Mecha Operation, Mecha Weapon Proficiency, Advanced Mecha Operation, Weapon Focus (main weapon).
A mecha equipped with the 'mobile doll' system does not need a pilot's cockpit and cannot install a co-pilot's cockpit, but can install a passenger's cockpit. In addition, the following pieces of equipment are incompatable with the 'mobile doll' system: Crackerjack neural link, HV-5 Haven escape pod, 'Wild Horse' vernier system, and Delphi defense suite. They cannot use a comm system to communicate meaningfully with humans, but can coordinate among each other and receive human orders. A life-support system is still neccesary if the mecha needs to go underwater, because the system is not waterproofed. For similar reasons, a space skin is needed for the mobile doll to operate in space...and a zero-G stabilizer effectively is a programming addendum granting the mobile doll Zero-G Training as a bonus feat. Without a sensor suite, the mobile doll cannot make Spot or Navigate checks, and is effectively blind- it cannot make Spot, Listen, Search, or Navigate checks without one. They have construct immunities, but are still vulnerable to critical hits.
Equipment slots: 2
Activation: None.
Range: Personal.
Target: You.
Saving Throw: None.
Purchase DC: 15 + one-half the mecha's base purchase DC
Restriction: None.
TRANSFORMATION SYSTEM (PL 7)
Some mecha have the ability to transform into a plane or helicopter, which helps in travelling long distances or making a quick escape. If the mecha has a fly speed, this transformation adds +100' to its fly speed and reduces its maneuverability by one grade. If the mecha does not normally have a fly speed, then it gains a fly speed of 100' (clumsy.) It cannot utilize melee weapons in this form.
Equipment Slots: 2 (equivilant)
Activation: Two full-round actions
Range: Personal.
Target: You.
Saving Throw: None.
Purchase DC: 27
Restriction: None.
MULTIPLE LAUNCH SYSTEM (PL 6)
When a mecha has large numbers of missiles, launching them all at once can be an effective tactic, if unsubtle. A Multiple Launch system is a sophisticated ballistics and targeting computer: it allows more than the standard one missile per attack action to be launched. Any missiles beyond those that would normally be fired by the mech's pilot can be fired with a flat +5 attack bonus, to a maximum of twenty missiles at once.
Equipment Slots: 1
Activation: None.
Range: Personal.
Target: You.
Duration: Persistant.
Saving Throw: None.
Purchase DC: 25.
Restriction: Military (+3)
MINIATURIZED MULTIPLE LAUNCH SYSTEM (PL 7)
Advances in computer technology allow advanced ballistics/targeting programming to fit into a computer less than two inches in all dimensions. A Multiple Launch system is a sophisticated ballistics and targeting computer: it allows more than the standard one missile per attack action to be launched. Any missiles beyond those that would normally be fired by the mech's pilot can be fired with a flat +5 attack bonus, to a maximum of twenty missiles at once (beyond what could normally be fired by the pilot)
Equipment Slots: None.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistant.
Saving Throw: None.
Purchase DC: 25.
Restriction: Military (+3)
'WILD HORSE' VERNIER SYSTEM (PL 7)
In an effort to make one of the fastest mecha to date, scientists have used high-output fusion thrusters to boost the land and speed of a mecha to unsafe levels. This advanced fusion-thruster system can move a mecha at unprecidented speeds, but the jarring G-forces involved make such preformance punishing on the pilot. The only mecha currently in existance with this system, the Tallgeese prototype, originated the colorful nickname of this advanced vernier technology when test pilots likened it to a wild, untamed horse, fast but uncontrollable and likely to harm its rider This system gives the mecha a fly speed of 200 ft (average), increases its land speed by 20 feet, and negates any Dexterity penalty the mecha imposes, but requires the pilot to make a Fort save (DC 15) every time he makes a double move, charges, or runs or take 1d6 damage.
Equipment Slots: 2 (back, legs, shoulders, or boots)
Activation: None.
Range: Personal.
Target: You.
Saving Throw: 15
Purchase DC: 27
Restriction: Restricted (+1)
Linked Feat:
'Wild Horse' Adaptation
You are a skilled and seasoned pilot, capable of enduring the massive stresses incurred by piloting a mech with the 'Wild Horse' vernier system.
Prerequisites: Con 13, Improved Damage Threshold, Mecha Operation, Advanced Mecha Operation, six hours of training or combat in a mech with the 'Wild Horse' vernier system
Benefit: The character automatically succeeds on any Fortitude save incurred through the use of the 'Wild Horse' vernier system.
Normal: A character using the 'Wild Horse' vernier system must make a Fortitude save when making strenuous maneuvers or take damage.
NEW MECHA WEAPONS
WING GUNDAM'S BUSTER RIFLE (PL 7)
The Wing Gundam's buster rifle has three aperture settings: focused beam, wide beam and wide-angle beam. The mecha operator can switch between settings as a move action. The focused beam setting deals 12d8 points of fire damage in a successful ranged attack. It has a critical threat range of 20. On the wide beam setting, the rifle automatically deals 12d8 points of fire damage to everything in a 15-foot wide, 1500 feet long line, but those in the area can make a Reflex save (DC 25) to reduce the damage by half. If it encounters something along the way that can sucessfully resist its damage, the line stops at that point. Critical hits aren't possible on the wide beam setting. On the wide-angle setting, the weapon automatically hits everything within a 60-foot cone for 12d8 points of fire damage, but those in the area can make a Reflex save (DC 22) to reduce the damage by half. Critical hits aren’t possible on the wide-angle setting.
Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor.
Activation: Attack action.
Range Increment/Range: 150 feet (focused beam), 1500 feet (wide beam), or 60 feet (wide-angle).
Target/Area: Single target within 1,500 feet, 1,500 foot 15-foot wide line, or 60-foot cone.
Duration: Instantaneous.
Saving Throw: None or Reflex half (DC 22/25; see text).
Purchase DC: 31.
Restriction: Military (+3).
WING ZERO'S DOUBLE BUSTER RIFLE (PL 7)
The Wing Zero's double buster rifle is one of the most destructive plasma weapons ever devised, capable of destroying city blocks and levelling reinforced buildings. Its impact has been likened to a small nuclear warhead. Wing Zero's buster rifle has three aperture settings: focused beam, wide beam and wide-angle beam. The mecha operator can switch between setting as a move action. The focused beam setting deals 15d10 points of fire damage on a successful ranged attack. It has a critical threat range of 20. On the wide beam setting, the rifleautomatically deals 15d10 points of fire damage to everything in a 20-foot wide, 1500 feet long line, but those in the area can make a Reflex save (DC 28) to reduce the damage by half. Critical hits aren't possible on the wide-angle setting. On the wide-angle setting, the weapon automatically hits everything within a 90-foot cone for 15d10 points of fire damage, but those in the area can make a Reflex save (DC 25) to reduce the damage by half. Critical hits aren't possible on the wide-angle setting.
Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor.
Activation: Attack action.
Range Increment/Range: 150 feet (focused beam), 1500 feet (wide beam), or 90 feet (wide-angle).
Target/Area: Single target within 1,500 feet, 1,500 foot 20-foot wide line, or 90-foot cone.
Duration: Instantaneous.
Saving Throw: None or Reflex half (DC variable; see text).
Purchase DC: 38
Restriction: Military (+3).
DUAL ROTARY CANNON (PL 6)
This weapon is designed for one purpose and one purpose only: to put as many 210mm high-explosive shells downrange as is physically possible. It is a super-rapid fire version of the Warpath recoilless rifle, utilizing the same ammunition but firing it even more rapidly.
Each shell does 10d6 ballistic damage, and the system's magazine holds 30 shells: if the dual rotary cannon is used for a burst fire, then the attack expends ten rounds and deals +4 dice of damage. If it is used for autofire, it targets a 15-by 15-foot area, requires a DC 20 Reflex save to reduce damage and expends twenty rounds. Needless to say, additional magazines are neccesary for extended use of the dual rotary cannon.
Equipment Slots: 1 for cannon, must be hand (or arm if Large); 1 for each 30-round magazine.
Activation: Attack action.
Range Increment: 40 feet.
Target: Single target within 400 feet, or autofire.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 25 for cannon and 30-round magazine, 17 per additional magazine.
Restriction: Military (+3).
BEAM SABER (PL 8)
The beam saber is a lightweight and efficient one-handed melee weapon, the standard for melee combat in the Gundam universe.
Damage for the beam saber is based on the size of the mecha wielding it: Large 4d6, Huge 8d6, Gargantuan 12d6, and Colossal 16d6. The beam saber has a critical threat range of 19–20. Half of the damage the beam saber deals is slashing damage, and the other half is fire damage.
The beam saber’s size category is the same as the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 10 + one-quarter the mecha’s base purchase DC.
Restriction: None.
A9X DEMON FLAME-THROWER (PL 5)
A larger version of the A3X Dragon, the A3X Demon flame-thrower sprays a 60-foot cone of white phosphorus, napalm, and high-powered fuel that can melt structural steel. Anyone caught within the cone must succeed at a Reflex save (DC 18) or take 6d8 points of fire damage. The flame-thrower carries enough fuel for 20 attacks; refueling the tank has a purchase DC of 15.
Equipment Slots: 1.
Activation: Attack action.
Range Increment: Emanates from mecha.
Area: 60-foot cone.
Duration: Instantaneous.
Saving Throw: Reflex half (DC 18).
Purchase DC: 24.
Restriction: Military (+3).
HEAT SHOTEL (PL 7)
The heat shotel is a high-tech improvement on the shotel, a traditional Arabic weapon. It is a razor-sharp curved sword heated to such incredible temperatures that they melt armor plate like butter.
Damage for the heat shotel is based on the size of the mecha wielding it: Large 3d6, Huge 6d6, Gargantuan 9d6, and Colossal 12d6. The heat shotel has a critical threat range of 19–20. Half of the damage the shotel deals is slashing damage, and the other half is fire damage.
The heat shotel’s size category is the same as the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 8 + one-quarter the mecha’s base purchase DC.
Restriction: None.
SAMPLE LAGRANGE COLONY MECHAS
Tallgeese
Size: Gargantuan (–4 size)
Bonus Hit Points: 600
Superstructure: High-grade neo-titanium (Vanadium equivilant) (Hardness: 15)
Armor: High-grade neo-titanium (Duralloy equivilant) (Bonus to Defense: +7)
Armor Penalty: -8
Reach: 15 ft.
Strength Bonus: +24 Dexterity Penalty: +0
Speed: 60 ft, fly 200 ft (average)
Base Purchase DC: 52
Standard Equipment Package:
Pilot's cockpit (torso,) Class II sensor system (cranium,) Oracle Targeting System mk 3 (visor, keyed to dobergun), dobergun (as semi-auto Warpath: left hand), beam saber (right hand,) beam saber in storage (right arm,) 'Wild Horse' Vernier system (back), 4x structural enhancement (helmet, belt, shoulders), heavy fortification (legs, boots)
Purchase DCs for all equipment: 52, 41, 41, 41, 41, 36, 36, 27, 23, 23, 21, 20, 20, 18
Leo
Size: Gargantuan (-4 size)
Bonus Hit Points: 400
Superstructure: Alumisteel (Hardness: 10)
Armor: Duraplastic (Bonus to Defense: +2) (-2 w/o shield)
Armor penalty: -4
Reach: 15 ft
Strength Bonus: +24 Dexterity Penalty: -2
Speed: 50 ft
Base Purchase DC: 48
Standard Equipment Package:
Pilot's cockpit (torso,) Class II sensor system (helmet), 105mm chaingun (M-9 Barrage equivilant; right hand), extra box magazine for above (as four Barrage ammo belts: right arm), Bulwark tactical shield (left arm), beam saber (left hand), comm system
Purchase DCs for all equipment: 48, 29, 22, 21, 21, 21, 17, 8, 8, 8, 8
Space Leo adds:
Space Skin (back,) zero-G stabilizer (belt,) jetpack (back), beam rifle (M-21 equivilant) replaces 120mm machine gun
Purchase DCs for all equipment: 48, 29, 22, 22, 21, 21, 18, 17, 15
Commander-Type adds:
Alumisteel armor, Class III sensor system (helmet,) 2x semi-auto T-95 equivilant shoulder cannons (shoulders)
Purchase DCs for all equipment: 48, 34, 25, 22, 21, 21, 20, 17, 8, 8, 8, 8
Optional Weapons:
'Dober Gun' or bazooka (semi-auto Warpath recoilless rifle equivilant) replaces 120mm machine gun
Purchase DCs for all equipment: 48, 29, 22, 21, 21, 17
Beam Rifle (M-21 equivilant) replaces 20mm machine gun
Purchase DCs for all equipment: 48, 29, 22, 21, 21, 17
Space Leo Commander-Type adds:
Alumisteel armor, Class III sensor system (helmet,) Space Skin (back,) zero-G stabilizer (belt,) jetpack (back), 2x semi-auto T-95 equivilant shoulder cannons (shoulders)
Purchase DCs for all equipment: 48, 34, 25, 22, 21, 21, 20, 18, 17, 17, 15, 8, 8, 8, 8
Aries
Size: Gargantuan (–4 size)
Bonus Hit Points: 400
Superstructure: Alumisteel (Hardness: 10)
Armor: Alumisteel (Bonus to Defense: +0)
Armor Penalty: -4 Reach: 15 ft.
Strength Bonus: +24 Dexterity Penalty: -2
Speed: 50 ft, fly 150 ft (average)
Base Purchase DC: 48
Standard Equipment Package:
Pilot's cockpit (torso,) Class II sensor system (cranium,) 105mm machine gun (right hand), extra ammunition for 105mm (400 rounds, right arm), 2x M-87 missile launcher (legs), M-87 missile launcher (optional, left hand) thruster boots (boots,) jet-assist wings (back), transformation system (shoulders),
Purchase DCs for all equipment: 48, 39, 27, 23, 23, 23 (optional), 22, 21, 21, 21, 17, 8, 8, 8, 8, 8, 8
Taurus
Size: Gargantuan (–4 size)
Bonus Hit Points: 400
Superstructure:[/b Duralloy (Hardness: 15)
Armor: Duralloy (Bonus to Defense: +3)
Armor Penalty: -8
Reach: 15 ft.
Strength Bonus: +24 Dexterity Penalty: -2
Speed: 40 ft, fly 150 ft (poor)
Base Purchase DC: 48
Standard Equipment Package: Pilot's cockpit (torso), Oracle Targeting System mk 2, keyed to M-21 (visor), Class III sensor system (cranium), M-21 Comet autolaser (left, right hands), zero-G stabalizer (belt,) Vernier thrust system (back: thruster boots equivilant), comm system
Purchase DCs for all equipment: 48, 34, 25, 22, 22, 21, 18
Optional Weapon:
Tsunami 240 plasma cannon replaces auto-laser (beam cannon replaces beam rifle)
Purchase DCs for all equipment: 48, 34, 25, 25, 22, 21, 18
Virgo
Size: Gargantuan (–4 size)
Bonus Hit Points: 450
Superstructure: Gundanium (Hardness: 40)
Armor: Gundanium (Bonus to Defense: +14)
Armor Penalty: -8
Reach: 15 ft.
Strength Bonus: +24 Dexterity Penalty:b -2
Speed: 40 ft, fly 150 ft (poor)
Base Purchase DC: 56
Standard Equipment Package:
'Mobile Doll' drone pilot system (torso), Oracle Targetin System mk 3, keyed to beam cannon (visor,) Class III sensor system (cranium), beam cannon (Tsunami 480 equivilant: left arm, hands), space skin (right arm), zero-G stabilizer (belt), planet defensors (deflection field +5: left shoulder), structural enhancement (right shoulder), Vernier thrust system (back: thruster boots equivilant), comm system
Purchase DCs for all equipment:
56, 49, 43, 43, 36, 25, 25, 21, 20, 20, 18, 15
Typical Virgo (with Mobile Doll System enabled)
HP: 5d8 (22 hp) + 450
Str: 36 +13
Dex: 10 +0
Con: --
Int: 8 -1
Wis: 8 -1
Cha: --
BAB: +5
Defense: 27 (10 + 0 Dex - 4 size +14 armor +3 Strong +3 Fast +1 dodge)
Attacks:
Slam +18 2d8+13
Tsunami 480 +10 12d6 fire 150' range, or 12d6 fire 60' cone, Ref (DC 19) halves
Construct immunities (still crit-vulnerable)
Skills:
Pilot 4 ranks +0 Dex +4 total
Drive 4 ranks +0 Dex +4 total
Spot 4 ranks -1 Wis +2 sensor +5 total
Listen 4 ranks -1 Wis +3 total
Navigate 4 ranks -1 Wis +2 sensor +5 total
Feats:
Mecha Operation, Mecha Weapon Proficiency, Advanced Mecha Operation, Weapon Focus (Tsunami 480).
Added a new Dimensional Instability, 'Timeline Collision'.
And now, well, here's one of the many (MANY) things that my friends have demanded of me...
The LaGrange Colonies

Location of the LaGrange Colonies, relative to Earth
They come from the ‘Gundam’ series as a whole, but Pre-Vanishing geeks have reported over underground web sites that the main series that composes the Colonies, visually and politically, is ‘Gundam Wing’-from an undeterminate time before 'Endless Waltz'. When they first appeared on their orbits, during the last moments of the 23 Hours, they believed firmly that it was some sort of Psychological Warfare move by Earth-and so, a small number of rebel Mobile Suits attacked, before anybody could do anything. The Mobile Suit squads were confronted by other orbit-based Fictions, such as the Galactica, and those who made it to Earth’s surface reported the state of disorder on the surface before being destroyed.
The LaGrange Colonies decided to not contact Coreline, and they remained ‘in the dark’ about the situation on the planet until several weeks later, whern they were contacted by the newly-formed UNSC and given an offering: independence in exchange of help to rebuild some of the damaged cities. Suspecting, the Colonies accepted, and the UNSC kept its word-since the situation on Coreline was already too volatile to add the Colonies going to war.
The Colonies went into voting shortly after, and not surprisingly (for some pre-Vanishing Humans, at least), an Alternate of Relena Peacecraft won them.
The LaGrange Colonies are in good relations with Coreline -although there’s a few underground factions that STILL believe the whole thing to be an ‘elaborate Earth Government hoax’-, producing orbitally-forged alloys and experiments of all kinds. As well, the Colonies have become a sort of ‘Casablanca’-where people from Coreline and other places in the Sol System escape to.
NEW MECHA SUPERSTRUCTURE MATERIAL:
GUNDANIUM (PL 7)
Gundanium is an extremely rare metal that can be mined and worked only in space. Mecha composed of it have attained fearsome reputations, partly because of the metal's innate properties and partly because of the string of consummately skilled pilots that such mecha have been piloted by historically: such mecha are called 'Gundams.'
Hardness: 40
Base Purchase DC Modifier: +8
NEW MECHA ARMOR MATERIAL:
GUNDANIUM ARMOR (PL 7)
Gundanium is an extremely rare metal that can be mined and worked only in space. It is one of the best Fiction mecha armor alloys known to man, but at the same time, it is extremely expensive.
Equipment Bonus: +14
Armor Penalty: -8
Speed Penalty: -5 feet.
Purchase DC: 15 + one-half the mecha's base purchase DC.
NEW MISCELLANEOUS MECHA EQUIPMENT:
ATOMIC SELF-DESTRUCT SYSTEM (PL 6)
Some mecha are so valuable or advanced that to have them fall into enemy hands would be a catastrophe. To prevent this, many prototype, unique or expirimental mecha are fitted with nuclear self-destruct systems designed to completely obliterate the mech while causing substantial damage to enemy forces within range.
Treat this micro-nuke as an explosive with three burst radii: one that extends for 5280', one that extends 2640', and one that extends 1000' from the self-detonating mecha.
The innermost deals 20d10 fire, with a Reflex save of 40: the middle deals 20d6 concussion, with a Reflex save of 25: and the outer deals 10d6 concussion, with a Reflex save of 15. The innermost rings suffer the cumulative effects of those in succeeding ones, so anyone in the center ring will take 20d10 fire, 20d6 concussion, and 10d6 concussion before Reflex saves, and anyone in the middle ring will take 20d6 and another 10d6 concussion damage. This does mean that someone in the center or middle ring will have to make multiple Reflex saves for the different 'sources' of damage.
As the explosive is a fusion weapon and uses a minumum of fission to start the reaction, there is no appreciable fallout.
The self-destructing mecha is affected as if it was at the center of the three rings, and is not allowed Reflex saves to mitigate the damage.
Equipment slots: 2
Activation: Full-round action
Target: All things within 1 mile
Duration: Instantaneous
Saving throw: Reflex half (Variable DC, see text)
Purchase DC: 35
Restriction: Military (+3)
MINIATURIZED SELF-DESTRUCT SYSTEM (PL 7)
Advances in fusion technology allow for a fusion self-destruct system to be built without reliance on bulky heavy hydrogen to use as fuel in the reaction: high-energy magnetic fields can be used to induce fusion in considerably denser material without reliance on hydrogen or a secondary fission explosion. This allows for the punch and utility of an atomic self-destruct system to be integrated with a mecha's main reactor, minimizing space needs.
Treat this self-destruct system as an explosive with three burst radii: one that extends for 5280', one that extends 2640', and one that extends 1000' from the self-detonating mecha.
The innermost deals 20d10 fire, with a Reflex save of 40: the middle deals 20d6 concussion, with a Reflex save of 25: and the outer deals 10d6 concussion, with a Reflex save of 15. The innermost rings suffer the cumulative effects of those in succeeding ones, so anyone in the center ring will take 20d10 fire, 20d6 concussion, and 10d6 concussion before Reflex saves, and anyone in the middle ring will take 20d6 and another 10d6 concussion damage. This does mean that someone in the center or middle ring will have to make multiple Reflex saves for the different 'sources' of damage.
The self-destructing mecha is affected as if it was at the center of the three rings, and is not allowed Reflex saves to mitigate the damage.
Equipment slots: None.
Activation: Full-round action
Target: All things within 1 mile
Duration: Instantaneous
Saving throw: Reflex half (Variable DC)
Purchase DC: 35 + one-quarter the mecha's base purchase DC
Restriction: Military (+3)
"MOBILE DOLL" DRONE PILOT (PL 8)
An advanced AI can obviate the need for a pilot to operate a mecha, allowing them to be mass-produced by the thousands without rushing pilots through training. Such 'mobile dolls' cannot match the abilities of a skilled pilot, but they can typically overwhelm one through sheer force of numbers.
Its statistics are treated as Str 12, Dex 12, Con --, Int 8, Wis 8, and Cha --. It is a Strong 5/Fast 1 Ordinary that cannot operate outside of its mecha and cannot gain levels under any circumstance and has no Wealth, Occupation, or Repuatation, but has feats and skills chosen to suit its role in combat. Typically, the skills are as follows: Pilot 4 ranks, Drive 4 ranks, Spot 4 ranks, Listen 4 ranks, Navigate 4 ranks. Typically, the feats are as follows: Mecha Operation, Mecha Weapon Proficiency, Advanced Mecha Operation, Weapon Focus (main weapon).
A mecha equipped with the 'mobile doll' system does not need a pilot's cockpit and cannot install a co-pilot's cockpit, but can install a passenger's cockpit. In addition, the following pieces of equipment are incompatable with the 'mobile doll' system: Crackerjack neural link, HV-5 Haven escape pod, 'Wild Horse' vernier system, and Delphi defense suite. They cannot use a comm system to communicate meaningfully with humans, but can coordinate among each other and receive human orders. A life-support system is still neccesary if the mecha needs to go underwater, because the system is not waterproofed. For similar reasons, a space skin is needed for the mobile doll to operate in space...and a zero-G stabilizer effectively is a programming addendum granting the mobile doll Zero-G Training as a bonus feat. Without a sensor suite, the mobile doll cannot make Spot or Navigate checks, and is effectively blind- it cannot make Spot, Listen, Search, or Navigate checks without one. They have construct immunities, but are still vulnerable to critical hits.
Equipment slots: 2
Activation: None.
Range: Personal.
Target: You.
Saving Throw: None.
Purchase DC: 15 + one-half the mecha's base purchase DC
Restriction: None.
TRANSFORMATION SYSTEM (PL 7)
Some mecha have the ability to transform into a plane or helicopter, which helps in travelling long distances or making a quick escape. If the mecha has a fly speed, this transformation adds +100' to its fly speed and reduces its maneuverability by one grade. If the mecha does not normally have a fly speed, then it gains a fly speed of 100' (clumsy.) It cannot utilize melee weapons in this form.
Equipment Slots: 2 (equivilant)
Activation: Two full-round actions
Range: Personal.
Target: You.
Saving Throw: None.
Purchase DC: 27
Restriction: None.
MULTIPLE LAUNCH SYSTEM (PL 6)
When a mecha has large numbers of missiles, launching them all at once can be an effective tactic, if unsubtle. A Multiple Launch system is a sophisticated ballistics and targeting computer: it allows more than the standard one missile per attack action to be launched. Any missiles beyond those that would normally be fired by the mech's pilot can be fired with a flat +5 attack bonus, to a maximum of twenty missiles at once.
Equipment Slots: 1
Activation: None.
Range: Personal.
Target: You.
Duration: Persistant.
Saving Throw: None.
Purchase DC: 25.
Restriction: Military (+3)
MINIATURIZED MULTIPLE LAUNCH SYSTEM (PL 7)
Advances in computer technology allow advanced ballistics/targeting programming to fit into a computer less than two inches in all dimensions. A Multiple Launch system is a sophisticated ballistics and targeting computer: it allows more than the standard one missile per attack action to be launched. Any missiles beyond those that would normally be fired by the mech's pilot can be fired with a flat +5 attack bonus, to a maximum of twenty missiles at once (beyond what could normally be fired by the pilot)
Equipment Slots: None.
Activation: None.
Range: Personal.
Target: You.
Duration: Persistant.
Saving Throw: None.
Purchase DC: 25.
Restriction: Military (+3)
'WILD HORSE' VERNIER SYSTEM (PL 7)
In an effort to make one of the fastest mecha to date, scientists have used high-output fusion thrusters to boost the land and speed of a mecha to unsafe levels. This advanced fusion-thruster system can move a mecha at unprecidented speeds, but the jarring G-forces involved make such preformance punishing on the pilot. The only mecha currently in existance with this system, the Tallgeese prototype, originated the colorful nickname of this advanced vernier technology when test pilots likened it to a wild, untamed horse, fast but uncontrollable and likely to harm its rider This system gives the mecha a fly speed of 200 ft (average), increases its land speed by 20 feet, and negates any Dexterity penalty the mecha imposes, but requires the pilot to make a Fort save (DC 15) every time he makes a double move, charges, or runs or take 1d6 damage.
Equipment Slots: 2 (back, legs, shoulders, or boots)
Activation: None.
Range: Personal.
Target: You.
Saving Throw: 15
Purchase DC: 27
Restriction: Restricted (+1)
Linked Feat:
'Wild Horse' Adaptation
You are a skilled and seasoned pilot, capable of enduring the massive stresses incurred by piloting a mech with the 'Wild Horse' vernier system.
Prerequisites: Con 13, Improved Damage Threshold, Mecha Operation, Advanced Mecha Operation, six hours of training or combat in a mech with the 'Wild Horse' vernier system
Benefit: The character automatically succeeds on any Fortitude save incurred through the use of the 'Wild Horse' vernier system.
Normal: A character using the 'Wild Horse' vernier system must make a Fortitude save when making strenuous maneuvers or take damage.
NEW MECHA WEAPONS
WING GUNDAM'S BUSTER RIFLE (PL 7)
The Wing Gundam's buster rifle has three aperture settings: focused beam, wide beam and wide-angle beam. The mecha operator can switch between settings as a move action. The focused beam setting deals 12d8 points of fire damage in a successful ranged attack. It has a critical threat range of 20. On the wide beam setting, the rifle automatically deals 12d8 points of fire damage to everything in a 15-foot wide, 1500 feet long line, but those in the area can make a Reflex save (DC 25) to reduce the damage by half. If it encounters something along the way that can sucessfully resist its damage, the line stops at that point. Critical hits aren't possible on the wide beam setting. On the wide-angle setting, the weapon automatically hits everything within a 60-foot cone for 12d8 points of fire damage, but those in the area can make a Reflex save (DC 22) to reduce the damage by half. Critical hits aren’t possible on the wide-angle setting.
Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor.
Activation: Attack action.
Range Increment/Range: 150 feet (focused beam), 1500 feet (wide beam), or 60 feet (wide-angle).
Target/Area: Single target within 1,500 feet, 1,500 foot 15-foot wide line, or 60-foot cone.
Duration: Instantaneous.
Saving Throw: None or Reflex half (DC 22/25; see text).
Purchase DC: 31.
Restriction: Military (+3).
WING ZERO'S DOUBLE BUSTER RIFLE (PL 7)
The Wing Zero's double buster rifle is one of the most destructive plasma weapons ever devised, capable of destroying city blocks and levelling reinforced buildings. Its impact has been likened to a small nuclear warhead. Wing Zero's buster rifle has three aperture settings: focused beam, wide beam and wide-angle beam. The mecha operator can switch between setting as a move action. The focused beam setting deals 15d10 points of fire damage on a successful ranged attack. It has a critical threat range of 20. On the wide beam setting, the rifleautomatically deals 15d10 points of fire damage to everything in a 20-foot wide, 1500 feet long line, but those in the area can make a Reflex save (DC 28) to reduce the damage by half. Critical hits aren't possible on the wide-angle setting. On the wide-angle setting, the weapon automatically hits everything within a 90-foot cone for 15d10 points of fire damage, but those in the area can make a Reflex save (DC 25) to reduce the damage by half. Critical hits aren't possible on the wide-angle setting.
Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor.
Activation: Attack action.
Range Increment/Range: 150 feet (focused beam), 1500 feet (wide beam), or 90 feet (wide-angle).
Target/Area: Single target within 1,500 feet, 1,500 foot 20-foot wide line, or 90-foot cone.
Duration: Instantaneous.
Saving Throw: None or Reflex half (DC variable; see text).
Purchase DC: 38
Restriction: Military (+3).
DUAL ROTARY CANNON (PL 6)
This weapon is designed for one purpose and one purpose only: to put as many 210mm high-explosive shells downrange as is physically possible. It is a super-rapid fire version of the Warpath recoilless rifle, utilizing the same ammunition but firing it even more rapidly.
Each shell does 10d6 ballistic damage, and the system's magazine holds 30 shells: if the dual rotary cannon is used for a burst fire, then the attack expends ten rounds and deals +4 dice of damage. If it is used for autofire, it targets a 15-by 15-foot area, requires a DC 20 Reflex save to reduce damage and expends twenty rounds. Needless to say, additional magazines are neccesary for extended use of the dual rotary cannon.
Equipment Slots: 1 for cannon, must be hand (or arm if Large); 1 for each 30-round magazine.
Activation: Attack action.
Range Increment: 40 feet.
Target: Single target within 400 feet, or autofire.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 25 for cannon and 30-round magazine, 17 per additional magazine.
Restriction: Military (+3).
BEAM SABER (PL 8)
The beam saber is a lightweight and efficient one-handed melee weapon, the standard for melee combat in the Gundam universe.
Damage for the beam saber is based on the size of the mecha wielding it: Large 4d6, Huge 8d6, Gargantuan 12d6, and Colossal 16d6. The beam saber has a critical threat range of 19–20. Half of the damage the beam saber deals is slashing damage, and the other half is fire damage.
The beam saber’s size category is the same as the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 10 + one-quarter the mecha’s base purchase DC.
Restriction: None.
A9X DEMON FLAME-THROWER (PL 5)
A larger version of the A3X Dragon, the A3X Demon flame-thrower sprays a 60-foot cone of white phosphorus, napalm, and high-powered fuel that can melt structural steel. Anyone caught within the cone must succeed at a Reflex save (DC 18) or take 6d8 points of fire damage. The flame-thrower carries enough fuel for 20 attacks; refueling the tank has a purchase DC of 15.
Equipment Slots: 1.
Activation: Attack action.
Range Increment: Emanates from mecha.
Area: 60-foot cone.
Duration: Instantaneous.
Saving Throw: Reflex half (DC 18).
Purchase DC: 24.
Restriction: Military (+3).
HEAT SHOTEL (PL 7)
The heat shotel is a high-tech improvement on the shotel, a traditional Arabic weapon. It is a razor-sharp curved sword heated to such incredible temperatures that they melt armor plate like butter.
Damage for the heat shotel is based on the size of the mecha wielding it: Large 3d6, Huge 6d6, Gargantuan 9d6, and Colossal 12d6. The heat shotel has a critical threat range of 19–20. Half of the damage the shotel deals is slashing damage, and the other half is fire damage.
The heat shotel’s size category is the same as the mecha’s size category.
Equipment Slots: 1, must be hand (or arm if Large).
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 8 + one-quarter the mecha’s base purchase DC.
Restriction: None.
SAMPLE LAGRANGE COLONY MECHAS
Tallgeese

Size: Gargantuan (–4 size)
Bonus Hit Points: 600
Superstructure: High-grade neo-titanium (Vanadium equivilant) (Hardness: 15)
Armor: High-grade neo-titanium (Duralloy equivilant) (Bonus to Defense: +7)
Armor Penalty: -8
Reach: 15 ft.
Strength Bonus: +24 Dexterity Penalty: +0
Speed: 60 ft, fly 200 ft (average)
Base Purchase DC: 52
Standard Equipment Package:
Pilot's cockpit (torso,) Class II sensor system (cranium,) Oracle Targeting System mk 3 (visor, keyed to dobergun), dobergun (as semi-auto Warpath: left hand), beam saber (right hand,) beam saber in storage (right arm,) 'Wild Horse' Vernier system (back), 4x structural enhancement (helmet, belt, shoulders), heavy fortification (legs, boots)
Purchase DCs for all equipment: 52, 41, 41, 41, 41, 36, 36, 27, 23, 23, 21, 20, 20, 18
Leo

Size: Gargantuan (-4 size)
Bonus Hit Points: 400
Superstructure: Alumisteel (Hardness: 10)
Armor: Duraplastic (Bonus to Defense: +2) (-2 w/o shield)
Armor penalty: -4
Reach: 15 ft
Strength Bonus: +24 Dexterity Penalty: -2
Speed: 50 ft
Base Purchase DC: 48
Standard Equipment Package:
Pilot's cockpit (torso,) Class II sensor system (helmet), 105mm chaingun (M-9 Barrage equivilant; right hand), extra box magazine for above (as four Barrage ammo belts: right arm), Bulwark tactical shield (left arm), beam saber (left hand), comm system
Purchase DCs for all equipment: 48, 29, 22, 21, 21, 21, 17, 8, 8, 8, 8
Space Leo adds:
Space Skin (back,) zero-G stabilizer (belt,) jetpack (back), beam rifle (M-21 equivilant) replaces 120mm machine gun
Purchase DCs for all equipment: 48, 29, 22, 22, 21, 21, 18, 17, 15
Commander-Type adds:
Alumisteel armor, Class III sensor system (helmet,) 2x semi-auto T-95 equivilant shoulder cannons (shoulders)
Purchase DCs for all equipment: 48, 34, 25, 22, 21, 21, 20, 17, 8, 8, 8, 8
Optional Weapons:
'Dober Gun' or bazooka (semi-auto Warpath recoilless rifle equivilant) replaces 120mm machine gun
Purchase DCs for all equipment: 48, 29, 22, 21, 21, 17
Beam Rifle (M-21 equivilant) replaces 20mm machine gun
Purchase DCs for all equipment: 48, 29, 22, 21, 21, 17
Space Leo Commander-Type adds:
Alumisteel armor, Class III sensor system (helmet,) Space Skin (back,) zero-G stabilizer (belt,) jetpack (back), 2x semi-auto T-95 equivilant shoulder cannons (shoulders)
Purchase DCs for all equipment: 48, 34, 25, 22, 21, 21, 20, 18, 17, 17, 15, 8, 8, 8, 8
Aries

Size: Gargantuan (–4 size)
Bonus Hit Points: 400
Superstructure: Alumisteel (Hardness: 10)
Armor: Alumisteel (Bonus to Defense: +0)
Armor Penalty: -4 Reach: 15 ft.
Strength Bonus: +24 Dexterity Penalty: -2
Speed: 50 ft, fly 150 ft (average)
Base Purchase DC: 48
Standard Equipment Package:
Pilot's cockpit (torso,) Class II sensor system (cranium,) 105mm machine gun (right hand), extra ammunition for 105mm (400 rounds, right arm), 2x M-87 missile launcher (legs), M-87 missile launcher (optional, left hand) thruster boots (boots,) jet-assist wings (back), transformation system (shoulders),
Purchase DCs for all equipment: 48, 39, 27, 23, 23, 23 (optional), 22, 21, 21, 21, 17, 8, 8, 8, 8, 8, 8
Taurus

Size: Gargantuan (–4 size)
Bonus Hit Points: 400
Superstructure:[/b Duralloy (Hardness: 15)
Armor: Duralloy (Bonus to Defense: +3)
Armor Penalty: -8
Reach: 15 ft.
Strength Bonus: +24 Dexterity Penalty: -2
Speed: 40 ft, fly 150 ft (poor)
Base Purchase DC: 48
Standard Equipment Package: Pilot's cockpit (torso), Oracle Targeting System mk 2, keyed to M-21 (visor), Class III sensor system (cranium), M-21 Comet autolaser (left, right hands), zero-G stabalizer (belt,) Vernier thrust system (back: thruster boots equivilant), comm system
Purchase DCs for all equipment: 48, 34, 25, 22, 22, 21, 18
Optional Weapon:
Tsunami 240 plasma cannon replaces auto-laser (beam cannon replaces beam rifle)
Purchase DCs for all equipment: 48, 34, 25, 25, 22, 21, 18
Virgo

Size: Gargantuan (–4 size)
Bonus Hit Points: 450
Superstructure: Gundanium (Hardness: 40)
Armor: Gundanium (Bonus to Defense: +14)
Armor Penalty: -8
Reach: 15 ft.
Strength Bonus: +24 Dexterity Penalty:b -2
Speed: 40 ft, fly 150 ft (poor)
Base Purchase DC: 56
Standard Equipment Package:
'Mobile Doll' drone pilot system (torso), Oracle Targetin System mk 3, keyed to beam cannon (visor,) Class III sensor system (cranium), beam cannon (Tsunami 480 equivilant: left arm, hands), space skin (right arm), zero-G stabilizer (belt), planet defensors (deflection field +5: left shoulder), structural enhancement (right shoulder), Vernier thrust system (back: thruster boots equivilant), comm system
Purchase DCs for all equipment:
56, 49, 43, 43, 36, 25, 25, 21, 20, 20, 18, 15
Typical Virgo (with Mobile Doll System enabled)
HP: 5d8 (22 hp) + 450
Str: 36 +13
Dex: 10 +0
Con: --
Int: 8 -1
Wis: 8 -1
Cha: --
BAB: +5
Defense: 27 (10 + 0 Dex - 4 size +14 armor +3 Strong +3 Fast +1 dodge)
Attacks:
Slam +18 2d8+13
Tsunami 480 +10 12d6 fire 150' range, or 12d6 fire 60' cone, Ref (DC 19) halves
Construct immunities (still crit-vulnerable)
Skills:
Pilot 4 ranks +0 Dex +4 total
Drive 4 ranks +0 Dex +4 total
Spot 4 ranks -1 Wis +2 sensor +5 total
Listen 4 ranks -1 Wis +3 total
Navigate 4 ranks -1 Wis +2 sensor +5 total
Feats:
Mecha Operation, Mecha Weapon Proficiency, Advanced Mecha Operation, Weapon Focus (Tsunami 480).
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