[d20 Future] Mecha Power Cores

And while I'm at it

Here are a few more Core equipment items.

TURBO BOOSTER (PL 5)
The most basic form of core performance enhancement, the turbo boost increases the Mecha speed by one half (rounded down) for short bursts. This addon can be activated each round, but for each round of use, there is a 1 in 20 cumulative chance of core failure (e.g. if used for 3 consecitive turns there is a 3 in 20 chance of failure). Each time the Turbo is used roll a d20. If the roll is in the failure range the core will fail. This failure can be a simple as the complete loss of power, to a catastrophic meltdown and explosion (depending on the core and how mean the GM is).
Equipment Slots: 1 .
Activation: Free Action.
Duration: 1 round.
Purchase DC: 12.
Restriction: None.

INJECTION UNIT (PL 5)
Another form of core enhancement, used a richer mix of fuel injected into the core chamber. This provides a speed increase of one half (rounded down), but at the cost of halving the fuel of the core.
Equipment Slots: 1.
Activation: None.
Duration: Persistent.
Purchase DC: 16.

OVERDRIVE (PL 6)
The overdrive unit doubles a mecha's speed, but at the cost of using one hours operational fuel in one round. Additionally, there is a 2 in 20 cumulative chance that the core will fail (e.g. if used for 3 consecutive rounds there is a 6 in 20 chance of failure).E ach time the Overdrive is used roll a d20. If the roll is in the failure range the core will fail. This failure can be a simple as the complete loss of power, to a catastrophic meltdown and explosion (depending on the core and how mean the GM is).
Equipment Slots: 1
Activation: Free Action.
Duration: 1 round
Purchase DC: 18.

John

UKG Publishing

http://www.ukg-publishing.co.uk/
 

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This all looks really cool. The only criticism I can think of is on the Fusion-Fission Combined Reactor. Neat idea, but unfortunately, conservation of energy means it's totally impossible. Fissioning lighter elements like helium requires more energy than it puts out, and converting hydrogen to helium back to hydrogen will net you exactly zero energy gained. I'm all for the furious hand-waving and suspension of disbelief that sci-fi usually creates, but this is a violation of one of the basic rules of physics.
I'll try not to be a complete nihilist, though, so here's an idea you could use for exactly the same generator, changing only flavor text: a chain-fusion reactor. It would have multiple fusion chambers, the first for hydrogen, then for helium, and so on up to the heavier elements, until iron (once you start fusing iron, you put in more energy than you get out, so the emission would be iron particles). It's the same principle as the normal fusion reactor, except it does all the (useful) elements sequentially as they're created from the previous chamber, so you get a lot more efficiency out of it.
Dunno if you like that idea, and you can feel free to stick with the fusion-fission reactor if you prefer (no-one will notice except physics nerds like me anyway). Doomhawk out.
 

Doomhawk, that's a damn good point. See how a little learning can be a dangerous thing? I know the principles behind fusion and fission, but none of the specifics. Thanks for the feedback - I'll incorporate it into the next update.

And thanks for the additions, ukg. Remind me to get ahold of you... gotta discuss things concerning this and OGL.
 

Well, the Power Cores document is due for layout soon, and will see life as a free downloadable PDF. I want to let you all know that Mecha Power Cores will be an open document, and any ideas for expansion or refinement will gladly be accepted with due credit given to the contributors. It is our hope that we can use Mecha Powers Cores as an OGC basis for many products, and can hopefully repeat this process with several different rules options.

Anyhow.. I have statted up a few sample Mechs thanks to to Power Cores document.


Ballista-Class LDV Mech (PL 8)

The Ballista-Class LDV (Longshot Delivery Vehicle) is a fast Mech that takes advantage of the best PL 8 technology. Designed solely as a delivery system for the LT-5 Longshot, Ballista-Class Mechs typically operate in groups to take large targets down (the idea being to give the enemy too many targets to attack at once). The mech’s right “arm” acts as the Mass Driver’s ammo reserve. This “arm” is designed for easy removal and replacement; a properly-equipped crew can remove an empty arm and replace it with a fully-loaded one in under a minute. The main drawbacks of the Ballista-Class LDV Mechs are their lack of close-range weaponry and small ammo capacity.

Size: Large (-1 size)
Power Core: MAMR
Uptime: 800 hours
Superstructure: Megatitanium
Armor: Reactive Armor
Armor Penalty: -5
Str Bonus: +8
Speed: 75ft
Hit Points: 100
Hardness: 30
Bonus to Def: +7
Reach: 10ft
Dex Penalty: None

Standard Equipment Package: Pilot’s cockpit (torso & back), Crackerjack Neural Link (helmet), LT-5 Longshot Mass Driver (left arm & shoulders), 10 rounds LT-5 ammo (right arm), Injection Unit (boots), Comm system (no slots)

Fully-Equipped Purchase DC: 52


Dervish-Class MRF Mech (PL 7)

The Dervish-Class MRF (Multi-Role Fighter) Mech is exactly what it says: an excellent multirole fighter. It can dominate both land and sky and engage in both melee and ranged combat.

Size: Huge (-2 size)
Power Core: CKEG
Uptime: 100 hours
Superstructure: Neovulcanium
Armor: Crystal Carbon Armor
Armor Penalty: -8
Str Bonus: +16
Speed: 40ft
Hit Points: 200
Hardness: 20
Bonus to Def: +8
Reach: 10ft
Dex Penalty: None

Standard Equipment Package: Pilot’s cockpit (helmet and torso), Thruster Boots (boots), Jet-Assist Wings (shoulders), Class V Sensor System (visor), Barricade Tactical Shield (left arm), PS-25 Tiger Claws (left hand), M-300 Rhino Mass Cannon (right hand and right arm), Chrysanthemum Laser Array (back), Advanced Diagnostics (belt), Comm system (no slots).

Fully-Equipped Purchase DC: 48


XM5 Abrams Suit (a.k.a. “Rad Man”) (PL 5)

The US Military’s first prototype Mech, the XM5 Abrams helped proved to the world the effectiveness of Mechs in conventional warfare. However, it did not help prove the viability of nuclear reactors in such Mechs. The XM5 was often nicknamed the “Rad Man” because of the dangers presented by its Nuclear Power Core. Though all precautions were taken, test pilots for the XM5 often ended up with severe radiation poisoning. There was also the catastrophic Ilsa Hona disaster, where an XM5’s core breached during combat exercises and exploded, decimating the island and contaminating the surrounding water.

Size: Large (-1 size)
Power Core: Nuclear
Uptime: 20 hours
Superstructure: Alumisteel
Armor: Duraplastic
Armor Penalty: -4
Str Bonus: +16
Speed: 25ft
Hit Points: 100
Hardness: 10
Bonus to Def: +3
Reach: 10ft
Dex Penalty: None

Standard Equipment Package: Pilot’s cockpit (head and torso), Bulwark Tactical Shield (left arm), Warpath Recoilless Rifle (right arm), M-53 Firestar Rocket Launcher (shoulders), 6-rocket pack for M-53 (back), Life Support System (boots), Comm system (no slots).

Fully–Equipped Purchase DC: 45
 
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