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<blockquote data-quote="kronos182" data-source="post: 8571334" data-attributes="member: 6668634"><p>some additional X-Com stuff...</p><p></p><p><strong><span style="font-size: 26px">MEC Trooper</span></strong></p><p>MEC troopers are cybernetically enhanced soldiers that fill several roles and can wear the MEC suits. Those with different roles will have specific abilities to help fulfill those roles, which can't be changed, and as they grow in rank, gain other cybernetic abilities. All MEC troopers receive a base set of cybernetics, which is part of the MEC Suite, which includes replacing the arms, legs, control links for the MEC Suit.</p><p></p><p><strong>MEC Suite</strong></p><p>Hit Points: +10 hp</p><p>Speed: 30</p><p>Defense: +1</p><p>Abilities: Str 16, Dex 15</p><p>Locomotion: Paired Legs</p><p>Manipulators: Hands</p><p>Cybernetics: legs, arms (each with hardness 5, 15 hp each), anti-shock implant, fortified skeleton (DR 4 outside MEC Suit)</p><p>Accessories: identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link,</p><p>PDC: 25, X-Com members 23.</p><p></p><p><strong><span style="font-size: 22px">Role Upgrades</span></strong></p><p>MECs troopers can receive one upgrade based on the wearer's role/class, and can not be changed, which only works while they are wearing a MEC suit.</p><p></p><p><strong>Assault</strong></p><p>The MEC Trooper is expected to be up front in the fight, taking and dealing damage.</p><p><strong>Shock-Absorbent Armour</strong> - Increase DR by +5 in MEC Suit</p><p></p><p><strong>Heavy</strong></p><p>Troopers are slower and wield heavy weapons and equipment</p><p><strong>Body Shield</strong> - An energy field that helps deflects attacks. Against ranged attacks, gains +4 Deflection bonus to Defense and +4 Equipment bonus to Reflex saves against explosives. Can run for 10 rounds before requiring a 2 minute cool down.</p><p></p><p><strong>Sniper</strong></p><p>Troopers specializes in ranged combat, particularly snipers.</p><p><strong>Platform Stability</strong> - A system that helps in aiming ranged attacks while not moving. As long as the MEC doesn't move the round before the attack, gains a +5 to attack roll and increase critical threat range by 1 (20 becomes 19-20) for the next ranged attack.</p><p></p><p><strong>Support</strong></p><p>Troopers that work in support roles.</p><p><strong>Distortion Field</strong> - Similar to the Body Shield but affects the MEC and up to 5 allies within 30 feet, granting a +2 Deflection bonus to Defense for up to 5 rounds, with a 2 min cool down.</p><p></p><p><strong><span style="font-size: 22px">Rank</span></strong></p><p>Those working for X-Com can gain some bonus abilities that can be assigned, or rewarded based on a minimum rank. MECS can only support up to 3 systems of this type. Adding, removing or changing systems requires Repair check DC 19 and 1 hour of work.</p><p></p><p><strong><span style="font-size: 18px">Sergeant</span></strong></p><p><strong>Vital-Point Targeting</strong> - Adds +2 to attack rolls against humans and up to 5 other species programmed from detailed studies of their anatomy.</p><p><strong>Damage Control</strong> - After taking damage for the first time in a round, all other attacks from the same source has damaged reduced by 2 for the rest of the round and 2 rounds after.</p><p></p><p><strong><span style="font-size: 18px">Lieutenant</span></strong></p><p><strong>Jetboot Module</strong> - Adds jump boots that grants +5 to jumps, triples jumping height and length.</p><p><strong>One for All</strong> - The wearer can position the MEC to grant +4 Cover bonus to Defense for up to two medium sized characters standing next to it from attacks it is facing. As soon as it engages in melee combat or moves, the cover bonus is removed.</p><p></p><p><strong><span style="font-size: 18px">Captain</span></strong></p><p><strong>Repair Servos</strong> - Repairs damage to the MEC, per activation can automatically repair 1d4+1 HP. Has 5 uses.</p><p>Expanded Storage - Any tactical system that has limited uses, increases the space for such systems by 50%.</p><p></p><p><strong><span style="font-size: 18px">Colonel</span></strong></p><p><strong>Absorption Fields</strong> - A potent force field installed, has 40 hit points depleted first, critical hits deal half damage to the shield and half to the MEC (or the wearer if the MEC's HP is depleted). Can operate for 5 rounds, then requires a 5 round cool down, at which point can be reactivated at full hit points.</p><p><strong>Reactive Targeting Sensors</strong> - Allows the user to make an immediate attack of opportunity against the first enemy to attack them that round, as long as their weapon has ammunition.</p><p></p><p></p><p><strong><span style="font-size: 26px">MEC - Mechanized Exoskeletal Cybersuit</span></strong></p><p>A MEC, or Mechanized Exoskeletal Cybersuit is a specialized combat rig utilized by MEC troopers of X-Com. These suits are well armoured, allowed the wearer to carry heavy weapons and have various additional weapons and abilities. While these suits may appear as small mechs, they are battlesuits, typically standing between 6.5 feet and just under 8 feet tall.</p><p>X-Com has several models available, each filling different tactical roles, and some can have specific upgrades based on the MEC Trooper's role and class.</p><p>MECs can be armed with a minigun, railgun or particle cannon, and each model has a choice of an additional tactical system depending on model.</p><p>Users of MECs require a number of cybernetic implants, the MEC suite, which connects the user to the MEC, making the machine and user virtually one. MECs have hit points which are depleted before the user's, and once depleted, the MEC only provides half the bonus to Defense (round down), no Strength bonus, any speed bonus is removed. Any equipment bonuses to attack rolls, skills and saves are negated. Sensor systems are also not available until repaired.</p><p></p><p><strong><span style="font-size: 22px">MEC-1 Warden</span></strong></p><p>The Warden is a lighter MEC, with lighter armour but improved speed, standing 6.9 feet tall. It can have one additional tactical system from Kinetic Strike Module and Flamethrower. The hydraulics and other systems allow the armour to carry its own weight.</p><p></p><p><strong>MEC-1 Warden (PL6)</strong></p><p>Type: MEC, Powered Armour</p><p>Equipment Bonus: +7</p><p>Nonprof. Bonus: +2</p><p>Str Bonus: +2</p><p>Nonprof Str Bonus: +0</p><p>Max Dex: +3</p><p>Armour Penalty: -2</p><p>Speed (30 ft): 40 ft</p><p>Weight: 200 lbs</p><p>Purchase DC: 25, 21 X-Com members</p><p>Restriction: Mil +3</p><p>Notes: military radio, gps, HUD, cybernetic link, 1 tactical system, 50 HP (when depleted, Equipment bonus to Defense, Strength are reduced to half, no speed bonus, weight of armour counts towards wearer's encumbrance), 10 DR, Fire resistance 5 (does not count towards energy weapons that deal fire damage except flamethrowers), weight of armour doesn't count towards encumbrance</p><p></p><p><strong><span style="font-size: 22px">Tactical Systems:</span></strong></p><p><strong>Kinetic Strike Module</strong> - A powerful arm upgrade for the MEC allowing the wielder to pulverize nearby targets. Mounts to whichever arm the wielder wants, a powerful rapid hydraulic system that quickly causes the striking surface that covers part of the fist to move forward for increased power. Dealing 2d6 bludgeoning damage.</p><p></p><p><strong>Flamethrower</strong> - Typical mech flamethrower</p><p></p><p><strong><span style="font-size: 22px">MEC-2 Sentinel</span></strong></p><p>The Sentinel is similar to the Warden but has heavier armour, slightly slower, and the tactical system choices are more for support roles. Standing 7.2 feet tall, slightly larger and heavier than the Warden.</p><p></p><p><strong>MEC-2 Sentinel (PL6)</strong></p><p>Type: MEC, Powered Armour</p><p>Equipment Bonus: +8</p><p>Nonprof. Bonus: +2</p><p>Str Bonus: +2</p><p>Nonprof Str Bonus: +0</p><p>Max Dex: +3</p><p>Armour Penalty: -3</p><p>Speed (30 ft): 30 ft</p><p>Weight: 250 lbs</p><p>Purchase DC: 26, 21 X-Com members</p><p>Restriction: Mil +3</p><p>Notes: military radio, gps, HUD, cybernetic link, 1 tactical system, 50 HP (when depleted, Equipment bonus to Defense, Strength are reduced to half, no speed bonus, weight of armour counts towards wearer's encumbrance), 12 DR, Fire resistance 5 (does not count towards energy weapons that deal fire damage except flamethrowers), weight of armour doesn't count towards encumbrance</p><p></p><p><strong><span style="font-size: 18px">Tactical Systems:</span></strong></p><p><strong>Grenade Launcher</strong> - A grenade launcher mounted on one of the arms fed by a small drum. Makes use of standard grenade launcher grenades, similar to the M-79 and other contemporary grenade launchers, semi rate of fire, with 15 grenades.</p><p></p><p><strong>Restorative Mist</strong> - Makes use of a number of airborne and short lived nanites that are released as a mist covering a 10 foot radius around the MEC, heals the wearer and those nearby for 2d4 HP. Only affects living and organic targets. Has 10 uses, PDC 13 to refill.</p><p></p><p><strong><span style="font-size: 22px">MEC-3 Paladin</span></strong></p><p>The largest and heaviest armoured of the MECs, thick armour plating for the best protection available. Can only mount one tactical system which can be a proximity mine launcher or an EMP generator.</p><p></p><p><strong>MEC-3 Paladin (PL6)</strong></p><p>Type: MEC, Powered Armour</p><p>Equipment Bonus: +9</p><p>Nonprof. Bonus: +2</p><p>Str Bonus: +4</p><p>Nonprof Str Bonus: +0</p><p>Max Dex: +2</p><p>Armour Penalty: -4</p><p>Speed (30 ft): 30 ft</p><p>Weight: 300 lbs</p><p>Purchase DC: 27, 23 X-Com members</p><p>Restriction: Mil +3</p><p>Notes: military radio, gps, HUD, cybernetic link, 1 tactical system, 75 HP (when depleted, Equipment bonus to Defense, Strength are reduced to half, no speed bonus, weight of armour counts towards wearer's encumbrance), 15 DR, Fire resistance 5 (does not count towards energy weapons that deal fire damage except flamethrowers), weight of armour doesn't count towards encumbrance.</p><p></p><p><strong><span style="font-size: 18px">Tactical Systems:</span></strong></p><p><strong>Proximity Mine Launcher </strong>- Can drop or launch a mine up to 50 feet away, carrying 5 mines. Each mine has a sensor to detect silently moving and hiding targets (infrared, motion, visual), with a detection range of 10 ft area, dealing 4d6 slashing damage to a 15 foot radius area, Reflex save DC 15 for half damage. Mine is active for up to 1 week before it melts and is rendered destroyed. Mines are PDC 12 each.</p><p></p><p><strong>Electro Pulse</strong> - Releases an EMP covering a 30 foot radius around the MEC, which is insulated against its own pulse, hardened against EMPs gains a +5 save against enemy EMPs. Vehicles, robots, mechs and other electrical devices are effected by an EMP, are shut down until repaired. Military protected equipment stunned for 1 round, suffer 2d6 electrical damage. Usable once every 1d6 rounds.</p><p></p><p></p><p><strong><span style="font-size: 22px">Upgrades</span></strong></p><p><strong></strong></p><p><strong>Shaped Armour</strong></p><p>This upgrade for MEC suits improves the angling and shape of the armour, increasing the Def bonus by +1.</p><p>PDC 20, Repair DC 21 and 2 hours of work.</p><p></p><p><strong>Advanced Servomotors</strong></p><p>Improves the servomotors of MEC Suits, increasing their speed. Granting +5 ft to land speed.</p><p>PDC 19 Repair DC 22 and 2 hours of work.</p><p></p><p><strong>Jellied Elerium</strong></p><p>MECs with a flamethrower is modified to use jellied elerium, dealing +1 die of damage, and the die type is increased (d6 increased to d8).</p><p>PDC 23 Repair DC 20 and 1.5 hours of work.</p><p></p><p><strong>MEC Close Combat</strong></p><p>This upgrade improves the damage for a MEC's Kinetic Strike Module. Increase damage to 3d6 + STR modifier.</p><p>PDC 22 Repair DC 20 and 3 hours of work.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8571334, member: 6668634"] some additional X-Com stuff... [B][SIZE=7]MEC Trooper[/SIZE][/B] MEC troopers are cybernetically enhanced soldiers that fill several roles and can wear the MEC suits. Those with different roles will have specific abilities to help fulfill those roles, which can't be changed, and as they grow in rank, gain other cybernetic abilities. All MEC troopers receive a base set of cybernetics, which is part of the MEC Suite, which includes replacing the arms, legs, control links for the MEC Suit. [B]MEC Suite[/B] Hit Points: +10 hp Speed: 30 Defense: +1 Abilities: Str 16, Dex 15 Locomotion: Paired Legs Manipulators: Hands Cybernetics: legs, arms (each with hardness 5, 15 hp each), anti-shock implant, fortified skeleton (DR 4 outside MEC Suit) Accessories: identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, PDC: 25, X-Com members 23. [B][SIZE=6]Role Upgrades[/SIZE][/B] MECs troopers can receive one upgrade based on the wearer's role/class, and can not be changed, which only works while they are wearing a MEC suit. [B]Assault[/B] The MEC Trooper is expected to be up front in the fight, taking and dealing damage. [B]Shock-Absorbent Armour[/B] - Increase DR by +5 in MEC Suit [B]Heavy[/B] Troopers are slower and wield heavy weapons and equipment [B]Body Shield[/B] - An energy field that helps deflects attacks. Against ranged attacks, gains +4 Deflection bonus to Defense and +4 Equipment bonus to Reflex saves against explosives. Can run for 10 rounds before requiring a 2 minute cool down. [B]Sniper[/B] Troopers specializes in ranged combat, particularly snipers. [B]Platform Stability[/B] - A system that helps in aiming ranged attacks while not moving. As long as the MEC doesn't move the round before the attack, gains a +5 to attack roll and increase critical threat range by 1 (20 becomes 19-20) for the next ranged attack. [B]Support[/B] Troopers that work in support roles. [B]Distortion Field[/B] - Similar to the Body Shield but affects the MEC and up to 5 allies within 30 feet, granting a +2 Deflection bonus to Defense for up to 5 rounds, with a 2 min cool down. [B][SIZE=6]Rank[/SIZE][/B] Those working for X-Com can gain some bonus abilities that can be assigned, or rewarded based on a minimum rank. MECS can only support up to 3 systems of this type. Adding, removing or changing systems requires Repair check DC 19 and 1 hour of work. [B][SIZE=5]Sergeant[/SIZE] Vital-Point Targeting[/B] - Adds +2 to attack rolls against humans and up to 5 other species programmed from detailed studies of their anatomy. [B]Damage Control[/B] - After taking damage for the first time in a round, all other attacks from the same source has damaged reduced by 2 for the rest of the round and 2 rounds after. [B][SIZE=5]Lieutenant[/SIZE] Jetboot Module[/B] - Adds jump boots that grants +5 to jumps, triples jumping height and length. [B]One for All[/B] - The wearer can position the MEC to grant +4 Cover bonus to Defense for up to two medium sized characters standing next to it from attacks it is facing. As soon as it engages in melee combat or moves, the cover bonus is removed. [B][SIZE=5]Captain[/SIZE] Repair Servos[/B] - Repairs damage to the MEC, per activation can automatically repair 1d4+1 HP. Has 5 uses. Expanded Storage - Any tactical system that has limited uses, increases the space for such systems by 50%. [B][SIZE=5]Colonel[/SIZE] Absorption Fields[/B] - A potent force field installed, has 40 hit points depleted first, critical hits deal half damage to the shield and half to the MEC (or the wearer if the MEC's HP is depleted). Can operate for 5 rounds, then requires a 5 round cool down, at which point can be reactivated at full hit points. [B]Reactive Targeting Sensors[/B] - Allows the user to make an immediate attack of opportunity against the first enemy to attack them that round, as long as their weapon has ammunition. [B][SIZE=7]MEC - Mechanized Exoskeletal Cybersuit[/SIZE][/B] A MEC, or Mechanized Exoskeletal Cybersuit is a specialized combat rig utilized by MEC troopers of X-Com. These suits are well armoured, allowed the wearer to carry heavy weapons and have various additional weapons and abilities. While these suits may appear as small mechs, they are battlesuits, typically standing between 6.5 feet and just under 8 feet tall. X-Com has several models available, each filling different tactical roles, and some can have specific upgrades based on the MEC Trooper's role and class. MECs can be armed with a minigun, railgun or particle cannon, and each model has a choice of an additional tactical system depending on model. Users of MECs require a number of cybernetic implants, the MEC suite, which connects the user to the MEC, making the machine and user virtually one. MECs have hit points which are depleted before the user's, and once depleted, the MEC only provides half the bonus to Defense (round down), no Strength bonus, any speed bonus is removed. Any equipment bonuses to attack rolls, skills and saves are negated. Sensor systems are also not available until repaired. [B][SIZE=6]MEC-1 Warden[/SIZE][/B] The Warden is a lighter MEC, with lighter armour but improved speed, standing 6.9 feet tall. It can have one additional tactical system from Kinetic Strike Module and Flamethrower. The hydraulics and other systems allow the armour to carry its own weight. [B]MEC-1 Warden (PL6)[/B] Type: MEC, Powered Armour Equipment Bonus: +7 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +0 Max Dex: +3 Armour Penalty: -2 Speed (30 ft): 40 ft Weight: 200 lbs Purchase DC: 25, 21 X-Com members Restriction: Mil +3 Notes: military radio, gps, HUD, cybernetic link, 1 tactical system, 50 HP (when depleted, Equipment bonus to Defense, Strength are reduced to half, no speed bonus, weight of armour counts towards wearer's encumbrance), 10 DR, Fire resistance 5 (does not count towards energy weapons that deal fire damage except flamethrowers), weight of armour doesn't count towards encumbrance [B][SIZE=6]Tactical Systems:[/SIZE] Kinetic Strike Module[/B] - A powerful arm upgrade for the MEC allowing the wielder to pulverize nearby targets. Mounts to whichever arm the wielder wants, a powerful rapid hydraulic system that quickly causes the striking surface that covers part of the fist to move forward for increased power. Dealing 2d6 bludgeoning damage. [B]Flamethrower[/B] - Typical mech flamethrower [B][SIZE=6]MEC-2 Sentinel[/SIZE][/B] The Sentinel is similar to the Warden but has heavier armour, slightly slower, and the tactical system choices are more for support roles. Standing 7.2 feet tall, slightly larger and heavier than the Warden. [B]MEC-2 Sentinel (PL6)[/B] Type: MEC, Powered Armour Equipment Bonus: +8 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +0 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft Weight: 250 lbs Purchase DC: 26, 21 X-Com members Restriction: Mil +3 Notes: military radio, gps, HUD, cybernetic link, 1 tactical system, 50 HP (when depleted, Equipment bonus to Defense, Strength are reduced to half, no speed bonus, weight of armour counts towards wearer's encumbrance), 12 DR, Fire resistance 5 (does not count towards energy weapons that deal fire damage except flamethrowers), weight of armour doesn't count towards encumbrance [B][SIZE=5]Tactical Systems:[/SIZE] Grenade Launcher[/B] - A grenade launcher mounted on one of the arms fed by a small drum. Makes use of standard grenade launcher grenades, similar to the M-79 and other contemporary grenade launchers, semi rate of fire, with 15 grenades. [B]Restorative Mist[/B] - Makes use of a number of airborne and short lived nanites that are released as a mist covering a 10 foot radius around the MEC, heals the wearer and those nearby for 2d4 HP. Only affects living and organic targets. Has 10 uses, PDC 13 to refill. [B][SIZE=6]MEC-3 Paladin[/SIZE][/B] The largest and heaviest armoured of the MECs, thick armour plating for the best protection available. Can only mount one tactical system which can be a proximity mine launcher or an EMP generator. [B]MEC-3 Paladin (PL6)[/B] Type: MEC, Powered Armour Equipment Bonus: +9 Nonprof. Bonus: +2 Str Bonus: +4 Nonprof Str Bonus: +0 Max Dex: +2 Armour Penalty: -4 Speed (30 ft): 30 ft Weight: 300 lbs Purchase DC: 27, 23 X-Com members Restriction: Mil +3 Notes: military radio, gps, HUD, cybernetic link, 1 tactical system, 75 HP (when depleted, Equipment bonus to Defense, Strength are reduced to half, no speed bonus, weight of armour counts towards wearer's encumbrance), 15 DR, Fire resistance 5 (does not count towards energy weapons that deal fire damage except flamethrowers), weight of armour doesn't count towards encumbrance. [B][SIZE=5]Tactical Systems:[/SIZE] Proximity Mine Launcher [/B]- Can drop or launch a mine up to 50 feet away, carrying 5 mines. Each mine has a sensor to detect silently moving and hiding targets (infrared, motion, visual), with a detection range of 10 ft area, dealing 4d6 slashing damage to a 15 foot radius area, Reflex save DC 15 for half damage. Mine is active for up to 1 week before it melts and is rendered destroyed. Mines are PDC 12 each. [B]Electro Pulse[/B] - Releases an EMP covering a 30 foot radius around the MEC, which is insulated against its own pulse, hardened against EMPs gains a +5 save against enemy EMPs. Vehicles, robots, mechs and other electrical devices are effected by an EMP, are shut down until repaired. Military protected equipment stunned for 1 round, suffer 2d6 electrical damage. Usable once every 1d6 rounds. [B][SIZE=6]Upgrades[/SIZE] Shaped Armour[/B] This upgrade for MEC suits improves the angling and shape of the armour, increasing the Def bonus by +1. PDC 20, Repair DC 21 and 2 hours of work. [B]Advanced Servomotors[/B] Improves the servomotors of MEC Suits, increasing their speed. Granting +5 ft to land speed. PDC 19 Repair DC 22 and 2 hours of work. [B]Jellied Elerium[/B] MECs with a flamethrower is modified to use jellied elerium, dealing +1 die of damage, and the die type is increased (d6 increased to d8). PDC 23 Repair DC 20 and 1.5 hours of work. [B]MEC Close Combat[/B] This upgrade improves the damage for a MEC's Kinetic Strike Module. Increase damage to 3d6 + STR modifier. PDC 22 Repair DC 20 and 3 hours of work. [/QUOTE]
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