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<blockquote data-quote="kronos182" data-source="post: 8813329" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Iron Mech mk2</span></strong></p><p>The Iron Mech Mk2 is an upgrade or alternate to the original Iron Mech. It comes standard in red, gold and grey highlights, only in a colour scheme similar to later models of Iron Man armour, is powered by an arc reactor, has thing legs and arms, lacks a head and comes with an upgraded repulsor on the right hand, large hands, a deployable energy shield on the left hand. The shoulders have retractable mini-rocket launchers instead of a large single launcher. While the mech doesn't come with a head, it comes with an Iron Man armour inspired helmet and flight suit, which links to the mech's basic sensors and targeting systems, with the pilot's head exposed, although the mech's shoulder pads provides some protection. Upgraded thrusters in the boots gives the mech limited flight capability. The front of the torso flips forward to open, which allows for quick start ups, or quick escape in the case of critical damage to the mech.</p><p></p><p><strong>Iron Mech mk2</strong></p><p>Size: Large (-1)</p><p>Bonus Hit Points: 110 hp</p><p>Superstructure: Duralloy</p><p>Hardness: 15</p><p>Armour: Resilium</p><p>Bonus to Defense: +5 (+6 armour, -1 size) +3 Shield when energized</p><p>Armour Penalty: -5</p><p>Reach: 10 ft</p><p>Strength Bonus: +8</p><p>Dexterity Penalty:</p><p>Speed: 30 ft,, 75 ft fly (poor/average*)</p><p>Purchase DC: 37</p><p></p><p>Slots</p><p>Back Chaff</p><p>Left Arm Repulsor Shield</p><p>Right Arm Repulsor Cannon</p><p>Shoulders Mini-Rocket Launcher</p><p>Torso Cockpit</p><p>Torso Class II Sensor System</p><p>Boots Light Thruster Boots</p><p>Comm System</p><p></p><p>Standard Package Features: Headless, integrated helmet, remote control</p><p>Bonuses: +2 Navigate & Spot</p><p>Weapons: Repulsor Cannons (1) -1 ranged (5d8 fire or 5d10 fire),</p><p>Mini-Rocket Launcher -1 ranged (6d6, ignore 10 hardness)</p><p>Slam +3 melee (1d8+4)</p><p></p><p><strong>Integrated Helmet</strong></p><p>Instead of having a head as part of the mech, the Iron Mech comes with a helmet modeled after the Iron Man armour which has a universal HUD linkup, allowing it to connect to the mech so the pilot can see with the mech's sensors, access its systems and weapons. The helmet can link to most common armours available. While the pilot is wearing the helmet and not in the Iron Mech, they can still access the sensors up to 500 ft away from the mech, and even in a limited fashion remote control the mech.</p><p>The helmet itself has integrated military radio, GPS, night vision goggles.</p><p></p><p><strong>Remote Control</strong></p><p>While the pilot is wearing the Iron Mech's Integrated Helmet, not only can they access the mech's sensors and communication systems up to 500 ft away, the Pilot can move the Iron Mech, Pilot check DC 15 for basic movement, DC 20 to fly the mech. Skills and attack rolls done remotely suffer a -4 penalties to rolls.</p><p></p><p><strong>Light Thruster Boots</strong></p><p>Thruster boots that are the predecessor, or a lighter version, of the standard Thruster Boots, not quite as powerful, giving the mech a flight speed of 75 feet (poor).</p><p>Equipment Slots: 1, must be boots</p><p>Activation: None</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Persistent</p><p>Saving Throw: none</p><p>Purchase DC: 5 + one-quarter the mecha's purchase DC.</p><p>Restriction: None</p><p></p><p><strong>Repulsor Cannon Upgraded</strong></p><p>These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate. The upgraded version has slightly improved damage potential and range.</p><p> (5d8, 20, fire, 80 ft, s) or a heavy plasma carbine (5d10, 20, fire, 40 ft, s/a)</p><p>Slots: 1</p><p>Damage: 5d8 laser / 5d10 plasma cannon</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 100 ft laser / 50 ft plasma</p><p>Rate of Fire: S / Single</p><p>Ammo: 50 charges</p><p>Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.</p><p>The Repulsor Cannons, used in pairs, can be used to function as Maneuvering Thrusters, increasing flight maneuverability to average, however this makes the Repulsor Cannons unavailable for combat. Switching between Maneuvering Thrusters and combat use is a free action that can only be done once per round.</p><p>PDC: 20</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Mini-Rocket Launcher</strong></p><p>This launcher uses a mini-rocket launcher in a retractable housing, using common mini-rockets available, it uses an automatic feed system from a magazine for increased rate of fire. The rocket deals 5d6 points of damage to all creatures within a 5-foot radius (Reflex save DC 16 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the rockets ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The rockets have a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.</p><p>Damage: 5d6</p><p>Critical: -</p><p>Damage Type: -</p><p>Range Increment: 100 ft</p><p>Rate of Fire: Single</p><p>Ammo: 30 rockets</p><p>PDC: 18 Mil (+3).</p><p>Slots: 1 for launcher, additional slots dedicated to ammunition holds 40 rockets.</p><p></p><p><strong>Repulsor Shield</strong></p><p>This is an energy shield based on a medium shield that deploys from the back of the left hand, which leaves the hand open for use. The shield provides a +3 Shield Bonus to Defense when active, which takes a move equivalent action to turn on or off. If the shield is struck by a melee attack, the target must make a Fort save DC 15 or be thrown back 1d4x10 feet and knocked prone, while a successful save the target is only pushed back 10 feet and dazed for 1 round, suffering 1d6 bludgeoning damage if strikes anything. The shield can be used offensively, once every 1d6+1 rounds, releasing a repulsor pulse, dealing 2d6 points of energy damage to all within 20 ft, Reflex save DC 16 for half damage. All within 10 ft of the mech must also make a Reflex save DC 17 or be thrown back 1d4x5 feet and knock prone, a successful save the targets are dazed instead.</p><p></p><p></p><p><strong><span style="font-size: 26px">Wolverine Mech</span></strong></p><p>This mech, built by Stark Industries, is based on the X-Men member Wolverine. It focuses on defense and melee attacks. It has a single repulsor, the hands are reinforced for improved melee combat, with retractable blades on both hands. Armour is heavier, which does make it a little slower, but it can shrug off a fair amount of damage. The mech is equipped mounting points and easy programming upgrading to allow other weapons to be fitted as the client desires, and can make use of any weapons designed for its size. Comes in blue and yellow colours as standard, although a less colourful black and grey colour scheme is also popular.</p><p></p><p><strong>Wolverine Mech</strong></p><p>Size: Large (-1)</p><p>Bonus Hit Points: 180 hp</p><p>Superstructure: Adamantium </p><p>Hardness: 30</p><p>Armour: Neovulcanium</p><p>Bonus to Defense: +9 (+10 armour, -1 size)</p><p>Armour Penalty: -10</p><p>Reach: 10 ft</p><p>Strength Bonus: +10</p><p>Dexterity Bonus: 0</p><p>Speed: 25 ft,</p><p>Purchase DC: 38</p><p></p><p>Slots</p><p>Back Chaff</p><p>Left Claws</p><p>Right Arm Repulsor Cannon, Claws</p><p>Shoulders Medium Fortification</p><p>Torso Cockpit</p><p>Torso Class II Sensor System</p><p>Boots</p><p>Comm System</p><p></p><p>Standard Package Features: Headless, integrated helmet, remote control, 75% chance critical hits turn into regular hits</p><p>Bonuses: +2 Navigate & Spot</p><p>Weapons: Repulsor Cannons -1 ranged (4d8 fire or 4d10 fire),</p><p>Slam +4 melee (1d8+3 Str +5)</p><p>Claws +4 melee (4d8 slashing, 19-20x3)</p><p></p><p><strong>Integrated Helmet</strong></p><p>Instead of having a head as part of the mech, the Iron Mech comes with a helmet modeled after the Iron Man armour which has a universal HUD linkup, allowing it to connect to the mech so the pilot can see with the mech's sensors, access its systems and weapons. The helmet can link to most common armours available. While the pilot is wearing the helmet and not in the Iron Mech, they can still access the sensors up to 500 ft away from the mech, and even in a limited fashion remote control the mech.</p><p>The helmet itself has integrated military radio, GPS, night vision goggles.</p><p></p><p><strong>Remote Control</strong></p><p>While the pilot is wearing the Iron Mech's Integrated Helmet, not only can they access the mech's sensors and communication systems up to 500 ft away, the Pilot can move the Iron Mech, Pilot check DC 15 for basic movement, DC 20 to fly the mech. Skills and attack rolls done remotely suffer a -4 penalties to rolls.</p><p></p><p><strong>Repulsor Cannon</strong></p><p>These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate.</p><p>Slots: 1</p><p>Damage: 4d8 laser / 5d10 plasma cannon</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 90 ft laser / 40 ft plasma</p><p>Rate of Fire: S / Single</p><p>Ammo: 50 charges</p><p>Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.</p><p>PDC: 20</p><p>Restriction: Mil (+3)</p><p></p><p><strong>Claws</strong></p><p>The mech is armed with a paired set of three long blade-like claws that extend from the back of the hand, which leaves the hands open to still use items. The blades deal 4d8 slashing damage, have a critical threat range of 19-20 x3 damage. Against creatures with a living anatomy, they deal 1 point of bleeding damage, which deals 1 point of damage each round until healed using a Treat Injury DC 15, or magical healing. This damage is cumulative with multiple strikes. Against nonliving items and constructs, target must make a Fort save DC 16 or have its Defense (natural and equipment) reduced by 1.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8813329, member: 6668634"] [B][SIZE=7]Iron Mech mk2[/SIZE][/B] The Iron Mech Mk2 is an upgrade or alternate to the original Iron Mech. It comes standard in red, gold and grey highlights, only in a colour scheme similar to later models of Iron Man armour, is powered by an arc reactor, has thing legs and arms, lacks a head and comes with an upgraded repulsor on the right hand, large hands, a deployable energy shield on the left hand. The shoulders have retractable mini-rocket launchers instead of a large single launcher. While the mech doesn't come with a head, it comes with an Iron Man armour inspired helmet and flight suit, which links to the mech's basic sensors and targeting systems, with the pilot's head exposed, although the mech's shoulder pads provides some protection. Upgraded thrusters in the boots gives the mech limited flight capability. The front of the torso flips forward to open, which allows for quick start ups, or quick escape in the case of critical damage to the mech. [B]Iron Mech mk2[/B] Size: Large (-1) Bonus Hit Points: 110 hp Superstructure: Duralloy Hardness: 15 Armour: Resilium Bonus to Defense: +5 (+6 armour, -1 size) +3 Shield when energized Armour Penalty: -5 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Speed: 30 ft,, 75 ft fly (poor/average*) Purchase DC: 37 Slots Back Chaff Left Arm Repulsor Shield Right Arm Repulsor Cannon Shoulders Mini-Rocket Launcher Torso Cockpit Torso Class II Sensor System Boots Light Thruster Boots Comm System Standard Package Features: Headless, integrated helmet, remote control Bonuses: +2 Navigate & Spot Weapons: Repulsor Cannons (1) -1 ranged (5d8 fire or 5d10 fire), Mini-Rocket Launcher -1 ranged (6d6, ignore 10 hardness) Slam +3 melee (1d8+4) [B]Integrated Helmet[/B] Instead of having a head as part of the mech, the Iron Mech comes with a helmet modeled after the Iron Man armour which has a universal HUD linkup, allowing it to connect to the mech so the pilot can see with the mech's sensors, access its systems and weapons. The helmet can link to most common armours available. While the pilot is wearing the helmet and not in the Iron Mech, they can still access the sensors up to 500 ft away from the mech, and even in a limited fashion remote control the mech. The helmet itself has integrated military radio, GPS, night vision goggles. [B]Remote Control[/B] While the pilot is wearing the Iron Mech's Integrated Helmet, not only can they access the mech's sensors and communication systems up to 500 ft away, the Pilot can move the Iron Mech, Pilot check DC 15 for basic movement, DC 20 to fly the mech. Skills and attack rolls done remotely suffer a -4 penalties to rolls. [B]Light Thruster Boots[/B] Thruster boots that are the predecessor, or a lighter version, of the standard Thruster Boots, not quite as powerful, giving the mech a flight speed of 75 feet (poor). Equipment Slots: 1, must be boots Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: none Purchase DC: 5 + one-quarter the mecha's purchase DC. Restriction: None [B]Repulsor Cannon Upgraded[/B] These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate. The upgraded version has slightly improved damage potential and range. (5d8, 20, fire, 80 ft, s) or a heavy plasma carbine (5d10, 20, fire, 40 ft, s/a) Slots: 1 Damage: 5d8 laser / 5d10 plasma cannon Critical: 20 Damage Type: fire Range Increment: 100 ft laser / 50 ft plasma Rate of Fire: S / Single Ammo: 50 charges Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity. The Repulsor Cannons, used in pairs, can be used to function as Maneuvering Thrusters, increasing flight maneuverability to average, however this makes the Repulsor Cannons unavailable for combat. Switching between Maneuvering Thrusters and combat use is a free action that can only be done once per round. PDC: 20 Restriction: Mil (+3) [B]Mini-Rocket Launcher[/B] This launcher uses a mini-rocket launcher in a retractable housing, using common mini-rockets available, it uses an automatic feed system from a magazine for increased rate of fire. The rocket deals 5d6 points of damage to all creatures within a 5-foot radius (Reflex save DC 16 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the rockets ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The rockets have a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode. Damage: 5d6 Critical: - Damage Type: - Range Increment: 100 ft Rate of Fire: Single Ammo: 30 rockets PDC: 18 Mil (+3). Slots: 1 for launcher, additional slots dedicated to ammunition holds 40 rockets. [B]Repulsor Shield[/B] This is an energy shield based on a medium shield that deploys from the back of the left hand, which leaves the hand open for use. The shield provides a +3 Shield Bonus to Defense when active, which takes a move equivalent action to turn on or off. If the shield is struck by a melee attack, the target must make a Fort save DC 15 or be thrown back 1d4x10 feet and knocked prone, while a successful save the target is only pushed back 10 feet and dazed for 1 round, suffering 1d6 bludgeoning damage if strikes anything. The shield can be used offensively, once every 1d6+1 rounds, releasing a repulsor pulse, dealing 2d6 points of energy damage to all within 20 ft, Reflex save DC 16 for half damage. All within 10 ft of the mech must also make a Reflex save DC 17 or be thrown back 1d4x5 feet and knock prone, a successful save the targets are dazed instead. [B][SIZE=7]Wolverine Mech[/SIZE][/B] This mech, built by Stark Industries, is based on the X-Men member Wolverine. It focuses on defense and melee attacks. It has a single repulsor, the hands are reinforced for improved melee combat, with retractable blades on both hands. Armour is heavier, which does make it a little slower, but it can shrug off a fair amount of damage. The mech is equipped mounting points and easy programming upgrading to allow other weapons to be fitted as the client desires, and can make use of any weapons designed for its size. Comes in blue and yellow colours as standard, although a less colourful black and grey colour scheme is also popular. [B]Wolverine Mech[/B] Size: Large (-1) Bonus Hit Points: 180 hp Superstructure: Adamantium Hardness: 30 Armour: Neovulcanium Bonus to Defense: +9 (+10 armour, -1 size) Armour Penalty: -10 Reach: 10 ft Strength Bonus: +10 Dexterity Bonus: 0 Speed: 25 ft, Purchase DC: 38 Slots Back Chaff Left Claws Right Arm Repulsor Cannon, Claws Shoulders Medium Fortification Torso Cockpit Torso Class II Sensor System Boots Comm System Standard Package Features: Headless, integrated helmet, remote control, 75% chance critical hits turn into regular hits Bonuses: +2 Navigate & Spot Weapons: Repulsor Cannons -1 ranged (4d8 fire or 4d10 fire), Slam +4 melee (1d8+3 Str +5) Claws +4 melee (4d8 slashing, 19-20x3) [B]Integrated Helmet[/B] Instead of having a head as part of the mech, the Iron Mech comes with a helmet modeled after the Iron Man armour which has a universal HUD linkup, allowing it to connect to the mech so the pilot can see with the mech's sensors, access its systems and weapons. The helmet can link to most common armours available. While the pilot is wearing the helmet and not in the Iron Mech, they can still access the sensors up to 500 ft away from the mech, and even in a limited fashion remote control the mech. The helmet itself has integrated military radio, GPS, night vision goggles. [B]Remote Control[/B] While the pilot is wearing the Iron Mech's Integrated Helmet, not only can they access the mech's sensors and communication systems up to 500 ft away, the Pilot can move the Iron Mech, Pilot check DC 15 for basic movement, DC 20 to fly the mech. Skills and attack rolls done remotely suffer a -4 penalties to rolls. [B]Repulsor Cannon[/B] These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate. Slots: 1 Damage: 4d8 laser / 5d10 plasma cannon Critical: 20 Damage Type: fire Range Increment: 90 ft laser / 40 ft plasma Rate of Fire: S / Single Ammo: 50 charges Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity. PDC: 20 Restriction: Mil (+3) [B]Claws[/B] The mech is armed with a paired set of three long blade-like claws that extend from the back of the hand, which leaves the hands open to still use items. The blades deal 4d8 slashing damage, have a critical threat range of 19-20 x3 damage. Against creatures with a living anatomy, they deal 1 point of bleeding damage, which deals 1 point of damage each round until healed using a Treat Injury DC 15, or magical healing. This damage is cumulative with multiple strikes. Against nonliving items and constructs, target must make a Fort save DC 16 or have its Defense (natural and equipment) reduced by 1. [/QUOTE]
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