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D20 Mecha Compendium

Dream Pod 9's first D20 Gaming product, the D20 Mecha Compendium delivers the firepower and strength that players need to deal with those awkward situations where the party is running for their lives.

Control a towering magical knight that can go toe-to-toe with dragons, a transformable superpowered aerofighter, or anything in between!

The D20 Mecha Compendium holds nearly a hundred of mecha designs and variants from eleven game worlds spanning several genres, from magical fantasy to space opera by way of the modern day/near future. The book offers detailed vehicles and armors ranging from man-scale suits all the way to giant planetbusters. In addition to brand new, never-seen-before models, the book will offer D20 game statistics for DP9-owned mecha designs, including vehicles from Heavy Gear, Jovian Chronicles and Gear Krieg! Gamemasters and players alike will find the new D20 Mecha Compendium an indispensable aid in populating their D20 campaigns.
 

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D20 Mecha Compendium is a strange beast. On one hand, it’s a well illustrated, well laid out tome with numerous campaign settings. On the other, it’s a book whose main rule set isn’t available to the public and may suffer some game play issues because of it.

The campaigns are broken up by era:

Guardians of Divinity (fantasy mecha)
Golemsuit Warriors (fantasy battlesuits)
Beast Lords (fantasy sentai)
Cities & Empire (steampunk fantasy)
Gear Krieg (alternate history mecha)
Phoenix Rising (modern day battlesuits)
Great Machine Decander X (classic giant robot)
Heavy Gear (future walking tanks)
Jovian Chronicles (future space mecha)
Space Ranger Ouroboros (variable aerofighters)
Outworld Changelings (far-future battlesuit/mecha)

One of the reasons I was looking forward to this book are the fantasy settings. It doesn’t let me down with the originality displayed here. I’m a big fan of Battle Chasers and other uses of technology in fantasy like Escaflowne so was very eager to see what type of goods we’d get here with four different settings.

The book provides a lot of different types of fantasy. The Guardians of Divinity showcases very powerful Mecha, two very powerful suits and lesser suits made in emulation of those suits. Of course the empires that have the mecha are preparing for war and the rest of the country looks like its going to get caught in the middle, but hey, that’s life right? On the cover is Faltrius, Divine Guardian of War, a unit in service to the paladins of Nosterloch. The opposing Divine Guardian, Gurdiel, is the Guardian of Fire and is a chaotic opposite to the lawful nature of Faltrius. Sets up a nice contrast between the two and looks to be a fun setting to watch characters trying to best such powerful creatures.

The Golemsuit Warriors provides the user with armor that’s much tougher than normal, but nowhere in the same category as the Divine Guardians. Not really a campaign in and of itself as much as it is a set of magic items, this section provides The Black Hood Gang as a group of thugs wielding these suits. When I use this section, I plan on having that Gang be members of a rogue Explorers Society that after having made their discovery, have gone rogue and now use these suits for their own needs. Of course they also uncovered the means of creating more, which will allow the players to either use these methods or sell ‘em off.

The Golem Suits here are small things like armor with some modifications. Take the Pureheart, a suit forged from Mithril. Perfect for those paladins who hail from that City In the Scarred Lands campaign right? How about the Sea Raider? A suit that provides Water Breathing to the user could be handy when moving through the Blood Sea.

Coming from another angle entirely, Beast Lords takes place in a destroyed future where the Beast Lords are self-aware machines that have no pilots. While the campaign world sounds interesting and the Beast Lords are an excellent example of a Voltron like mecha because they can combine and form the Beast Lord, I’m a little puzzled over what exactly this campaign setting is supposed to do as the players, unless they take the roles of the mecha themselves, aren’t likely to have a lot to do.

Another campaign setting I enjoyed was Cities and Empire where CoalSuits, a SteamPunk style technology, help major cities move along without the express help of mages and their creations. Perfect while we wait for the Iron Kingdoms. The bad news is that sometime back in their history the cities, human controlled, basically wiped out the goblins from their continent. Bad news? They didn’t quite succeed as the goblins have been on another continent making their own CoalSuits.

These uniforms are like the Golem Suits in that they’re meant for one person and while they make the user tougher, aren’t going to allow a 5th level warrior to take on a 10th level fighter. There are a few interesting non-Coalsuits here though. Take the Hookshark Air Skiff, an airship that uses rockets to blast its foes. It looks like a boat between two zeppelins. The Bombardier Submarine is another different vehicle, a 180 long ‘black metal whale’.

I’m probably one of the few people out there who has D20 Modern and said, “Yeah, it’s got some strengths to it that D&D doesn’t but I still like D&D.” so while reading over the Modern Worlds, I keep thinking, how could I use these different mecha in my campaign. Fortunately, the book helps you out in this department by including a “Uses in Other Settings” section at the end of each campaign introduction.

Don’t want to run Gear Krieg in World War II? They can be used as “walking chariots”. A nifty idea that I’ll have to try out soon.

Like the Beast Lords fantasy setting, one of the settings for the Modern one looks more like an example setting than an actual setting to play. While Great Machine Decander has stats for the Great Machine and some cool options, it’s basically a one trick pony so I’m wondering what the characters are supposed to be doing in such a campaign while this great machine takes care of business.

The future setting has some obvious tributes to Robotch with Space Ranger Ouroboros. Seems these aliens, the Iriimnir, a race virtually identical to humanity, has decided to wipe out humanity. Only the quick form changing mecha like the Vampire, capable of being a giant robot or a plane, can stop them. Classic stuff.

For more of a space opera feel, Outworld Changelings pits humanity against a foe that’s not only more powerful and numerous, but does so only using the children, the only beings capable of piloting the mecha in use.

Jovian Chronicles and Heavy Gear get their own sections too, each serving as an excellent introduction to the vehicles and mecha of the different settings and providing a good starting point to those interested in picking up those separate settings once DP9 goes dual statted.

The campaigns aren’t fully fleshed out by any means but are numerous enough that you should be able to find some use for the mecha in most campaigns that you run.

Art in this book is top notch. These mecha designs are awesome to say the least. Those worried about the gray scale effect of having full color illustration turned gray can put those fears at rest. One thing I thought different was the style. See most of the mecha follow the standard clean illustrations but those of Gear Krieg look almost dirty in comparison. A nice contrast. Layout is crisp and clean. Maybe a little too crisp as the inner border runs close to the spine and the outer border seems a little too wide.

So what’s the problem? It’s the stats. I’m not sure if these stat blocks are correct or even usable as they are. I say not sure because this is a Compendium of Mecha, not the actual rule book. Still, some things worry me.

A typical OGL Stat Block Includes the following:

Type: What type of meca it is. Most here are robots or suits.
Size: The D&D size. Large, Medium, etc…
Hit Points: How much damage the sucker can take.
Occupancy: How many pilots.
Armor Hardness: How much damage the unit can shrug off.
Defense: The armor class of the unit.
Strength: The D&D strength stat.
Tactical Speed: How fast.
Initiative: How quick it goes.
Maneuver: Used for making skill checks.

Weapons and Special Abilities: Spellcasting powers, and other goodies.

Now right away I’m disappointed that they used Defense instead of Armor Class and Armor Hardness instead of just Hardness. Why make new terms when the standard system has them?

The problem is further compounded by some of the stats themselves. Take the Beast Lord Eagle. Being a self aware mecha, it has a Dexterity Score of 18 but has an Initiative of –1, bought with Mecha Points. Does this mean it has an Initiative of 3? If so, why weren’t these calculations figured into the stats?

What about Strength? Half the time it lists the strength bonus, like General Purpose Gears with their Strength of 40 having a +15 modifier, but other times, like with the Guardians of Divinity, its left off. I don’t want to have to look up the strength of a Firelance Guaridan Armor (28 for those wondering) when the bonuses are listed for other classes.

Some of the stats themselves seem off. Faltrius is a Huge Mecha and wields a Longsword. The damage listed is 2d8. Breaking out the Arms and Equipment Guide for ease of reference, I compare a medium sized longsword, which does 1d8, with a huge longsword, which has two sizes differences. It should be 3d6. This means that other stats may be off too. Taking a quick look at the Fire Guardian who has a Greastsword that does 4d6, I see that it matches the second increase, which is 2d6 for every 1d6 so not everything is off.

Another part of the problem is what are the challenge ratings of the self aware units? Sure, you could use its class as a guide, but is that really accurate? In addition, because these aren’t templates but equipment, if someone has a suit and you kill them, do you get more experience points for it? Unlike standard equipment, you’re not going to be able to use it because in the process, you’ll most likely destroy the suit. In some campaigns, this is going to be part of the setting. Most modern and futuristic campaigns have tanks and other vehicles that the characters have to contend with anyway so the decisions are a little clearer there. Perhaps a CR boost or a bonus but in fantasy, where you could be fighting a Longblade Guardian Armor with 120 hit points and a Greatsword with the keen enhancement that does 4d6, there should be some sort of guide on how to augment the CR of the user of the suit.

The bad news is that I can’t fault this book for some of those issues because it’s a supplement to a book, d20 Mecha by GOO, that isn’t out yet. What’s worse is that even if d20 Mecha has a completely different system that contradicts the material here, it’s because GOO has had months more to refine it while DP9 has hit the stands.

As a guidebook to mecha, the visuals and campaign seeds are excellent. The game mechanics seem fairly sound but need work that may already be taken care of in d20 Mecha. When that book comes out I’ll revisit this review with a quick update but for now, if you’re looking for some great illustrations or just want some variants on fantasy armor like I do, check out the d20 Mecha Compendium and let me know what you think.
 

"check out the d20 Mecha Compendium and let me know what you think."

It's great!

Some points that have been answered by the authors:

They had the final text of the book to finish their mecha compendium.(N.B: if d20 Mecha isn't out before a long time, it's just that GoO has a bad habit of huge delay with some books. When I was a subscriber of Pyramid I got access to the playtest files of Uresia grave of heaven, a loooong time ago).

On Suit, they Marc Vezina provided this rule from d20 Mecha:"If a mecha suit takes damage, the wearer of the suit takes the exact same damage (a suit is form-fitting). An attack may kill or disable the wearer without doing the same to the suit, in which case someone else could salvage it. It might disable the suit while the wearer still has hp left, in which case he is trapped in it until it is removed."

1) What does Maneuver do?
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It adds to any check made to maneuver the mecha.


quote:
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As a related question, does the pilot's Dex affect the Mech's AC in any way?
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Mecha don't have an AC, they have a Defense, which is modified by pilot Feats, current speed and maneuvers. d20 mecha has more on this.

For now, give a modifier to Defense according to speed, varying from +1 (walking fast) to +4 (running) to +8 (maximum speed).


quote:
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2) What does x2 or x3 Automatic do under the D20 Modern rules?
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Double the affected area for automatic fire and increase the DC check by 5 to dodge, per add. level of Automatic fire. There are more options available, but that should do for now.


quote:
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3) How do mecha save? Do they use the pilot's saves? This is particularly important with regards to the Weapon Restriction: Dangerous listed in the Cities and Empire setting.
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If I remember correctly, you can use the pilot's save, yes. I think it also depends on the mecha's class level. I don't have the rules nearby. See d20 Mecha. (Sorry.)


quote:
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Also, it would be useful if each mecha came with a 'control zone' in D20 Mecha, for those who play D&D with lots of figures and things.
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Keep in mind mecha use the same size classification as monsters, so just treat them as appropriately-sized creatures.


and finaly, d20 Mecha will features rules for the value of Mecha as character level, ECL, CR, gp etc...
 

Hmmm. Pretty! That’s a good first impression for a book. That’s what Dream Pod 9’s d20 Mecha Compendium got from me as I flicked through it. There’s always a catch though. The book has to live up to that first reaction.

And it does.

And there’s another catch. You knew that was coming, didn’t you? It’s recommended that you own the D20 Mecha rulebook from Guardians of Order and at the time this review was written, at the time the Mecha Compendium was released, that rulebook isn’t yet available. I’ve found it’s not too much of a problem, the game stats and rule implications are transparent enough and a practised GM isn’t likely to be thwarted.

If you thought the words Mecha plus Compendium would equal Crunch then you’re only half right. There are crunchy bits in the book, whole pages of mecha design, background, stats and illustrations. The whole page per mecha approach is a success. Everything’s neat and tidy, the stat blocks (the OGL bits of the book) have the suggestion of a computer display but don’t go over the top with that. The crunchy pages of the Compendium feel appropriate to the subject matter, to mecha, and that gets the thumbs up. There are plenty of flavour and campaign ideas in the Compendium. In fact, there are 11 campaign settings in the 160-paged paperback.

Dream Pod 9 fans will immediately notice the presence of Heavy Gear™, Jovian Chronicles™, and Gear Krieg™ as 3 of the 11 campaign settings. The Compendium has mecha stats for all three and a page appendix for each showing off miniatures near the back of the book as well. You don’t have to have or know anything about these settings to use the Compendium though, there are still 8 original campaign worlds and in many ways the book acts as a rather good introduction to these 3 established games.

Just as you don’t have to be playing in the Jovian Chronicles to make use of the Compendium you don’t need to be playing a sci-fi game either. There are fantasy mecha, steampunk and modern day mecha campaign worlds, illustrations and stats. The bulk of the book is divided up by genre. Dream Pod 9 use the phrase "campaign style" and then produce a set of mecha for every appropriate style. Some styles, horror for example, just aren’t mecha friendly and so the Compendium doesn’t linger there.

The Compendium doesn’t dive into the mecha stats and campaign settings, the first chapter, "Basics", sets the scene and really does earn its page space. It’s here that nine different campaign styles, three different themes (action, adventure and intrigue) and tech levels are defined. I refer to this type of content as Smarts. The smarts of a book let me know how well the authors know their subject matter, whether there’s the suspicion of dungeon crawling or of esoteric academic studies as the inspiration behind the rules and themes, and really whether the supplement is likely to mature and evolve the game or just do more of the same. The Mecha Compendium does well for smarts, it’s clear that the team at Dream Pod 9 know their stuff and so its easy to read the rest of the book with confidence. Chapter one also describes the three basic types (battlesuits, giant robots and hybrids), the weapons and abilities of the mecha. It’s because of these successful sections that the absence of the D20 Mecha rulebook isn’t too much of a problem.

The Fantasy World mecha feature first. The chapter begins with a look at the power level and rarity of the mecha in such campaign settings as well as what sort of skills and training mecha pilots would need. Even here the book resists the lure of the cheap way out and doesn’t succumb to number throwing. There’s no disappointment when the stats and mecha design do begin. The Guardians of Divinity are divinely powered, sentient, giant automations that are piloted by the champions of two kingdoms. The people have learnt to copy some of the Guardians and so the elite troops in this world pilot non-sentient and not nearly so powerful but large and effective copy-cat constructs. The Golemsuit Warriors suit a different campaign style. The Golemsuits are based on the "battlesuit" mecha type instead of the "Giant Robot" type that so clearly influences the Guardians of Divinity. Golemsuits are worn rather than piloted and might easily be thought of as extremely enhanced suits of armour. The Best Lords campaign setting sees animal styled magic mecha that can combine to form one single giant warrior in times of need. You don’t have to go with magic to introduce mecha into a fantasy world and the Cities & Empire campaign setting has such mecha units as the Brute Coalsuit and the Watchman Coalsuit. Each of these four campaign worlds comes with plot ideas and the history behind the mecha. Each of these four sections has pages of fully statted and illustrated mecha.

Modern World campaigns feature next. You’ll find Gear Krieg in here. The Phoenix Rising setting describes a world where one company as achieved near world dominance through its cold fusion technology. The mecha here are battlesuit based. The Great Machine Decander campaign uses mecha of both the giant robot and the vehicle/hybrid styles and is set in a world where access to ancient but powerful technology has pushed mankind forward in science and in its ability to destroy itself. The secret organisation Revenant uses their mecha to counter those who’d misuse their power.

The Future Worlds settings will be familiar to many readers; the Jovian Chronicles and Heavy Gear are already Dream Pod 9 products and Space Ranger Ouroboros is likely to be safely familiar to people already playing games that involve Tech and Robo. The fourth campaign setting and group of mecha in this chapter are the "Outworld Changelings" Mankind spans the stars – or did until the Dvor aliens turned up from nowhere and started their genocide. The Outworld Changelings are child warriors in giant battle machines that fight back against the Dvoran incursion. As was the case with the Fantasy and Modern World settings there’s a discussion in the start of the chapter about how rare or common mechs might be in the future, how that might affect the world and what sort of skills and abilities would be required to pilot/wear/drive mecha.

The campaign settings trail blaze for the mecha. Each of the world backgrounds has an interesting history and each bristle with potential. Before you reach the mecha designs available for any particular world the chances are that you’ll have a good grasp of the flavour and ambience for such a game. The Compendium includes suggestions on how to take the game forward for each of the settings but every one of them is written well enough and inciting enough that you may well have ideas of your own. The book could nearly have been called the Campaign Compendium instead. This is good.

If you’re not convinced that mecha will suit anything other than a sci-fi game then the Compendium may just win you around. The inclusion of mecha in a fantasy world seems perfectly natural after reading the book.

The Mecha Compendium succeeds by giving us the best of both worlds – we have the pretty mecha designs with slick stat blocks and we also have pages of campaign world background and ideas to develop further with each. Skimming through the book provokes an "Oooh! Pretty!" reaction and pausing long enough to really read it provokes "Good idea!" remarks. That’s a good first impression and a good closer inspection of the product. With the exception of the three settings already enjoying support of their own there’s only just enough material to get going on any of the other campaign ideas. It won’t be long until you’ll want another mecha (in most cases there are about half a dozen) for the world, let alone a sample of the small arm technology or more information about the green races active in the world. In that sense the Compendium is a victim of its own success. Guardians of Order have done well by letting Dream Pod 9 use their rules as a base for the Compendium.

* This review of Mecha Compendium was first published at GameWyrd.
 

Not to be pedantic or anything, but regarding the stats for the weapons: the D20 fantasy SRD "Equipment I" document* lists a different damage progression for larger weapons than is apparently used in the (non-Open) Arms and Equipment Guide. According to the SRD, a medium-size 1d8 weapon goes to 2d6 at large and 2d8 at huge. Future revisions to the SRD may change the progression, of course.

*As of February 13, 2003
 

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