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<blockquote data-quote="kronos182" data-source="post: 6844636" data-attributes="member: 6668634"><p>Saturn: The Grunt</p><p></p><p>The Grunt was created by Saturn (yes, the car company) after it separated from General Motors and expanded into mecha and other military hardware. The Grunt was designed to be as completely modular as possible, making repairs fast and cheap, and to allow for incredible flexibility in weapons and other hardware between missions. A trained crew with proper equipment can completely strip down and change equipment in about thirty minutes.</p><p>Saturn offers a number of packages for use with the Grunt (these are available only for the Grunt, so far, as they make use of its modular systems) which can be factory installed or stored for later use. It is possible to buy mixed packages, but this usually costs more than the standard packages. Remember, these packages can be swapped easily and quickly so if you own more than one package, make sure you have the storage space for them. Each package comes in a storage container that takes up about roughly the space of half to three quarters the volume of the Grunt itself, depending on the package of course.</p><p></p><p>The Grunt comes standard with a Warpath Recoilless Rifle and a small laser built into the left arm for anti-personal protection, and an alarm system!</p><p></p><p>Size: Large (-1)</p><p>Bonus Hit Points: 100</p><p>Superstructure: Duralloy</p><p>Hardness: 13</p><p>Armour: Resilium Armour</p><p>Bonus to Defense: +6</p><p>Armour Penalty: -5</p><p>Reach: 10 ft</p><p>Strength Bonus: +8</p><p>Dexterity Penalty: 0</p><p>Speed: 30 ft Base</p><p>Purchase DC: 40</p><p></p><p></p><p>Helmet: Class II Sensor System</p><p>Helmet: Cockpit</p><p>Torso: Cockpit</p><p>Back: </p><p>Shoulders: Warpath Ammo</p><p>Left Arm: Laser (arm slot is still available, the laser is built into the wrist and is small enough to not interfere with added equipment)</p><p>Right Arm: Warpath Recoilless Rifle (hand held, slot is still open)</p><p>Boots:</p><p>Comm System</p><p></p><p>Modular Construction: Due to the modular construction of the Grunt, its hardness is reduced by 2, but repair checks are reduced by 5, and take 25% less time. </p><p>Added 1 extra equipment slot to Helmet</p><p>Standard Package Features: Comm system, Alarm system, Class II Sensor system</p><p>Bonuses: +2 Navigate and Spot</p><p>Weapons: 1 Warpath Recoilless Rifle 10d6 ballistic, 20, 40 ft incr, S/A, 20 box, 50 lbs (40 rounds total)</p><p>1 Laser 3d8 Fire, 20, 80 ft, S/A, unlimited, 6 lbs</p><p>Slam 1d8 bludgeon.</p><p></p><p>(I know the Warpath has range that is shorter than the laser, which is actually just a laser rifle built into the arm of the mecha. House rule mecha weapon range is automatically double what it says in the book for simple rule.)</p><p></p><p>Equipment Packages</p><p></p><p>Anti Infantry</p><p>The anti infantry package is for those times when you just need to get rid of all those pesky foot soldiers running around in your way. Although if heavy resistance, or armoured resistance might be expected, it is suggested to change the grenade launcher with something heavier, or have anti-material units assigned with the Anti Infantry armed Grunt.</p><p>The following changes are made to the Grunt with this weapons package</p><p>1) Replace Warpath with Linked Twin Thunder machine gun pod, </p><p>2) Add A3X Dragon Flame Thrower to left arm, but the laser remains,</p><p>3) Replace Warpath Ammo storage on back with Grenade Launcher system</p><p>4) Add Smoke Grenade Launcher pod to boots</p><p>5 optional) Ammo Drum can be added to the back for the Linked Twin Thunder machine gun pod, or for the Grenade Launcher</p><p></p><p>Discriminator</p><p>People say you discriminate others? With the Discriminator package, you don't discriminate against any one group, you discriminate EVERYONE! Friends, family and the enemy alike!</p><p>The following changes are made to the Grunt with the Discriminator package:</p><p>1) Replace Warpath with T-95 Cavalcade Chaingun, hand held, slot is open,</p><p>2) Add Discriminator Plasma Cannon to left arm and shoulders,</p><p>3) Add T-95 ammo drum to back,</p><p>4) Add Discriminator Chrysanthemum Laser array to boots,</p><p>5) Change armour from Duraplastic to Duralloy, speed reduced to 20 ft.</p><p></p><p></p><p>New Equipment: </p><p></p><p>Alarm System</p><p>This simple mecha device consists of pressure sensitive sensors, several concealed loud speakers, and an electronic lock that seals the mecha's hatches and maintenance ports. Within 30 seconds of being touched (or ten seconds if any of the hatches or ports are interfered with) the system emits a shrill alarm that persists until the system is switched off (a hand held remote, small enough to fit in a pocket). A successful Disable Device check (DC 30) is required to deactivate the system - before or after it has been set off. </p><p>The mecha's pilot must activate and deactivate the system using an attack option.</p><p>Equipment Slots: 0</p><p>Activation: Attack action, see text</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Persistent, see text</p><p>Saving Throw: None</p><p>Purchace DC: 13</p><p>Restriction: None</p><p></p><p>Linked Twin Thunder Machine Gun Pod</p><p>This device is essentially two Twin Thunder machine guns linked together in a weapon pod that is attached to the arm of the mecha, dealing 3d10 damage. The pod carries 200 rounds for each weapon. If an ammo drum is attached to the mecha, the ammo drum holds another 1000 rounds for each weapon, and can be linked to the pod itself by the ammo belts. </p><p>Equipment Slots: 1</p><p>Activation: Attack action</p><p>Range Increment: 100 ft</p><p>Target: Autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC: </p><p>Restriction: Military (+3)</p><p></p><p>Grenade Launcher</p><p>This is a grenade launcher, pretty simple. Adaptable system that'll fire old 40mm, 25mm or 20 mm grenades, and even the new mini grenades. When filled, must select size of grenade. Damage varies with the type, and size of grenade used. The launcher can fire up to two grenades at a time, or only one. When firing two, it is designed to create as much of an overlapping kill zone while still granting a large target area. The launcher holds 20 grenades. Each equipment slot (ammo drum) dedicated to ammo storage adds another 40 grenades</p><p>Game mechanics: When firing two grenades, target a square, or person like normal, increase damage by half (if grenade does 4d6, damage is now 6d6), increase radius by 25% and increase Reflex DC by +2.</p><p>Equipment Slots: 1</p><p>Activation: Attack action</p><p>Range Increment: 100 ft</p><p>Target: Semi</p><p>Duration: Instantaneous</p><p>Saving Throw: Varies with grenade</p><p>Purchace DC: </p><p>Restriction: Military (+3)</p><p></p><p>Smoke Grenade Launchers</p><p>A set of three tubes which are designed to launch smoke or tear gas grenades. Each tube holds three grenades, for a total of 9 grenades. Standard load is usually 6 smoke and three tear gas grenades.</p><p>Equipment Slots: 1</p><p>Activation: Attack action</p><p>Range Increment: 50 ft</p><p>Target: Single</p><p>Duration: Varies with grenade</p><p>Saving Throw: Varies with grenade</p><p>Purchace DC: </p><p>Restriction: Military (+3)</p><p></p><p>Discriminator Plasma Cannon</p><p>The Discriminator plasma cannon is a modified Tsunami 480 plasma canon that's a bit smaller, more unwieldy than the original. Also, only the wide-angle setting is available, and the mecha pilot suffers a -2 dex penalty with this weapon.</p><p>Equipment Slots: 2, arm and shoulder (usually used on the left arm, making the laser unavailable and the hand is unusable as the weapon pod covers the hand)</p><p>Activation: Attack action</p><p>Range Increment: 60 ft cone</p><p>Target: Single</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half (DC 19)</p><p>Purchace DC: </p><p>Restriction: Military (+3)</p><p></p><p>Discriminator Chrysanthemum Laser array</p><p>The Discriminator chrysanthemum laser array is a modified version of the standard chrysanthemum laser array. Dealing less damage, 12d8, it doesn't burn itself out after one use, but can be used repeatedly.</p><p>Equipment Slots: 1</p><p>Activation: Attack action, once per round</p><p>Range Increment: </p><p>Target: 60 foot radius burst centered on you</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half (DC 25)</p><p>Purchace DC: </p><p>Restriction: Military (+3)</p><p></p><p></p><p>More Saturn's Grunt Packages...</p><p></p><p>Shocker, also known as Bug Zapper</p><p>The Shocker package was designed by an engineer who had a strange obsession with bug zappers and anything that related to electrical arcs. Although an unusual and almost specialized package, it does remain quite popular for those who like a bit of flair to their fighting styles.</p><p>The following changes are made to the Grunt with this weapons package</p><p>1) Replace Warpath with Ion Rifle, hand held slot still open,</p><p>2) Add M-70 EMP Rocket launcher to shoulders,</p><p>3) Add Thunder Clap Hammer to left arm or right, depending on which arm Ion Rifle is on, hand held slot is still open,</p><p>4) LX-10 Antishock Array to boots,</p><p>5) Add Electro Array to back,</p><p>Optional: Replace Electro Array with Discriminator Chrysanthemum Laser array.</p><p>Optional: Lightning style paint job (five different variations) at only PDC 13</p><p></p><p>Deluxe Package</p><p>The Deluxe package is more of an internal upgrade than a normal package. The standard cockpit is upgraded with new features, replacing the standard seat for a leather one, improved stereo system with a 10.2 digital hyper surround system, which ties into the comm system and external mics so that you can actually sense the direction a sound is coming from. Includes MP6 and hyper red ray disc for both audio and visual playback, for those long waits during ambushes or getting to the combat zones.</p><p>Class II Sensor system is upgraded to Class III Sensor system.</p><p>The ultimate climate control system is installed (this is a scaled down version of a life support system, but lacks the full environmental seals and NBC protection). Also includes an adjustable cup holder which will securely hold an ULTRA Big Gulp (now available in 5L sizes at your local Squishy Mart) even with your mecha doing cart wheels, make sure the lid is properly secured on your beverage first. Also includes a mini fridge to keep beverages nice and cool. </p><p></p><p>PAC Package. Also known as Boom Gun, Big Betsy or Over Kill!!!</p><p>This package is centered around one weapon: a powerful particle accelerator cannon. Using this weapon forsakes use of any other weapon except the laser that already comes with the Grunt. This system is made ONLY for the Grunt, as it uses the modular connection system and so far has been incompatible with other mecha designs.</p><p>The following changes are made to the Grunt with this weapons package</p><p>1) Replace Warpath with Particle Accelerator Cannon, takes up right arm, shoulders, left arm equipment slot for power and other systems such as heat sinks,</p><p>2) Add Nuclear Power core to back, added equipment slot is dedicated to the particle accelerator cannon,</p><p>3) Stabilizing and weight distribution system added to boots,</p><p>Optional: It is recommended to replace armour with a higher level, customer's choice of what armour to use. Generally Duralloy is offered at a discount.</p><p>Note: Due to the weight of the system, and the stabilizing and weight distribution system, the speed of the Grunt is lowered to 20 ft, this is also factoring heavier armours, which will not lower the speed down farther, even with armours that normally lower speed below this point.</p><p></p><p>Melee Package</p><p>The melee package is actually a highly customizable package. You pick melee from the catalog and then start selecting your combat style or weapons from there. Two weapons, weapon shield? Reach weapons? One melee, one ranged? Totally flexible package, and the Ancient Warrior body kits are also discounted when bought with this package.</p><p>'Standard Melee Package makes the following changes to the Grunt:</p><p>1) Replace Warpath with PS-15 Panther Claws,</p><p>2) Add Bulwark Tactical Shield, doesn't interfere with the laser, can be hand held or integrated,</p><p>3) Corona Microwave Beam added to shoulders for ranged defense</p><p>Optional: Warpath can be carried on the back and used when the Panther claws are not deployed.</p><p>Optional: Any other mecha melee weapon can be substituted in place of the Panther Claws, and the Bulwark shield can be upgraded to a Bastion Tactical Shield. Or a ranged weapon may be used, or switched for the Corona. See other melee weapons for different choices.</p><p></p><p>Cosmetic Packages</p><p>Saturn also offers a number of cosmetic packages, which range from paint jobs (PDC 10 to 20 for really elaborate designs), to body kits.</p><p>The body kits alter the appearance of the Grunt in various ways, usually styling in different themes, which can be used with any other packages, except the PAC package. Only special paint jobs can be used with the PAC and a basic one costs PDC 21 and go up from there as a special paint has to be used to withstand the heat from the PAC's weapon.</p><p>Standard body kits include the following:</p><p></p><p>Skull and Skeleton Motif - armour plating and head face plate are shaped and designed to look more like a skeleton, usually painted in whites and other colours associated with bones, even splashes of blood red in strategic locations to create a sense of a 'fresh' skeleton are available.</p><p></p><p>Ancient Warrior - Styled after samurai or medieval armour, especially popular with melee packages. Usually also customers upgrade the armour with this body kit.</p><p></p><p>Sports/Speed Demons/Tricked Out - This body kit uses more angular and slimmer designed plates and head designs. Usually only kids and speed demons get this body kit. Popular with the current generation of the 'Fast and the Furious' wannabes that use mecha instead of civilian land vehicles. Saturn does offer Mage8 Armor Plating* with this package, which these kids eat up.. No real combat pilot would every use Mage8 Armor Plating, unless they're just that stupid.</p><p></p><p>New Equipment</p><p></p><p>Ion Rifle</p><p>Using principles of ionized particles in an atmosphere creating lightning bolt like affects, the Ion Rifle uses those principles on a much larger scale. A low powered laser is first fired before the main particle stream to help create a path to the target, ionizing the air slightly. About 0.056 seconds after the laser is fired, the weapon fires a stream of ionized particles with an opposite charge to the laser created path so that the much larger stream follows it, creating a more linear lightning bolt effect as it streaks toward the target doing 9d6 points of electrical damage. Unfortunately the Ion rifle is not well suited to long ranges and loses power the farther it goes.</p><p>Game Mechanics: Only goes a maximum of five range increments, and for every range increment past the first subtract one die of damage. So at second range increment only does 8d6, and so on.</p><p>Equipment Slots: 1</p><p>Activation: Attack action</p><p>Range Increment: 75 ft</p><p>Target: Semi</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: Military (+3)</p><p></p><p>Thunder Clap Hammer</p><p>The Thunder Clap hammer is similar in principle to the Thunderbolt shock rod, only improved. It looks like a mecha sized sledgehammer only one side is narrowed to a point for those times when you need to punch a hole instead of just smashing something. The pointed side is specifically designed for piercing armour and delivering a shock to internal components, although not as powerful as the hammer side. Damage is determined by the size of the mecha wielding it (as Saturn does make Thunder Clap Hammers for larger sized mecha): Large 6d8 hammer/6d6 spike, Huge 8d8 hammer/8d6 spike, Gargantuan 10d8 hammer/10d6 spike, Colossal 12d8 hammer/12d6 spike. Half damage is bludgeoning and half electricity for the hammer and for the spike. The spike end has a x3 critical and ignores 10 points of hardness/DR. The pilot must select which side he/she is using before making the attack.</p><p>Equipment Slots: 1</p><p>Activation: Attack action</p><p>Range: Touch</p><p>Target: Single target within reach.</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: Military (+3)</p><p></p><p>Electro Array</p><p>The Electro array electrifies sections of the mecha's armour skin for defensive and offensive purposes. When something grabs the mecha, it will take 4d6 electricity damage from the electrical field. When the mecha attacks with fists, feet or body slams it'll deal an additional 4d6 electricity damage.</p><p>The electro array can also be used create a magnetic field like affect to allow the mecha to cling to metallic surfaces allowing for easy movement in space along hulls of ships or stations, grants a +5 bonus against trip and bullrush/overrun attempts. However, this reduces the bonus damage to attacks against grapples or melee damage to only 2d6 points of electricity damage. Requires a Computer Use check DC 16 to alter the field this way.</p><p>Also, all the energy can be focused into one area, such as a fist that deals 7d6 points of electricity damage for that selected spot. However this damage can only be added to the mecha's slam attack, and not to any hand held weapons.</p><p>Note: The Electro Array requires the LX-10 or LX-20 Antishock Array installed or the mecha will suffer 1d6 points of electricity damage every round the device is active.</p><p>Equipment Slots: 1</p><p>Activation: Attack action</p><p>Range: Touch</p><p>Target: Single target within reach.</p><p>Duration: Persistent when activated</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: Military (+3)</p><p></p><p>Particle Accelerator Cannon</p><p>This weapon is just out of its experimental phase and is highly promising, if slow and heavy, and power demanding. This weapon was designed for anti material and fortification purposes, not against lightly armoured and mobile targets. It requires the use of an external power source as a mecha's normal power plant would just shut down trying to feed the demands of this monstrous weapon on its own, hence the use of a nuclear power core added with the package. The PAC (Particle Accelerator Cannon) deals an incredible 10d10 points of damage (unknown energy type) and ignores 15 points of hardness/DR. The PAC can only fire once per round, up to three times before it requires a 5 round cool down period after the third shot.</p><p>Note: The PAC is unwieldy and heavy, requires the Stabilization system installed in the boots/legs of the mecha to keep it from tipping over. But even with this system installed, still suffers a -4 to attack rolls. The stabilization just keeps the mecha upright and able to walk normally although slower, it does not provide any bonuses against trips or overrunning the mecha.</p><p>The PAC also suffer from range problems and massive blooming effects after the fifth range increment, making it useless past it's fifth range increment of 350 ft.</p><p>Equipment Slots: Pretty much all the Grunt has, plus one for the stabilization system mentioned above.</p><p>Activation: Attack action</p><p>Range Increment: 70 ft</p><p>Target: Single</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC: Really expensive, and limited quantities.</p><p>Restriction: Military (+3)</p><p></p><p>Mage8 Armor Plating*</p><p>This was made by Backstabbist and I just had to use it. How I hate those Fast and Furious wannabes as they're mostly jerks, *******s and just plain stupid.. Not all, just 95% of them. So they get Mage8 Armor Plating at discounted prices! It can be found here.</p><p>Thanks backstabbist, I finally have a use for this item <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Vibro Sword</p><p>A mecha sized vibro or high frequency sword, comes in 'standard' longsword, or curved katana style. Damage is based on mecha size: Large 2d10, Huge 4d10, Gargantuan 6d10, Colossal 8d10. Deals slashing damage, critical on a 19-20. </p><p>Equipment Slots: 1</p><p>Activation: Attack action</p><p>Range: Touch</p><p>Target: Single target within reach.</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: Military (+3)</p><p></p><p>Vibro Halberd</p><p>A mecha sized halberd. All normal halberd rules apply (reach and all that stuff), just on a larger scale. Damage is based on mecha size: Large 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10. </p><p>Equipment Slots: 2, both must be hands or arms</p><p>Activation: Attack action</p><p>Range: Touch</p><p>Target: Single target within reach.</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: Military (+3)</p><p></p><p>Quaker Hammer</p><p>The Quaker is a mecha sized two handed war hammer, but also includes a surprise. Damage is based on mecha size: Large 2d10, Huge 4d10, Gargantuan d10, Colossal 8d10, bludgeoning damage. Additionally, the Quaker Hammer contains a small gravity device. When activated (a move equivalent action), the Quaker deals an additional 50% damage for 5 rounds before it's capacitors are trained and take another 3 rounds to recharge from the mecha's power supply.</p><p>Equipment Slots: 2, must be hands or arms</p><p>Activation: Attack action</p><p>Range: Touch</p><p>Target: Single target within reach.</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: Military (+3)</p><p></p><p></p><p>Long awaited addition to Saturn's Grunt packages... this time, more non combat related stuff</p><p></p><p>Saturn, making a deal with Ryder and a few other construction vehicle companies has released several items for use with the Grunt for non military occupations. </p><p></p><p>Basic construction Package</p><p>The basic package turns the Grunt into a walking forklift basically. The package comes standard with augmented arms </p><p>The following changes are made to the Grunt with this package</p><p>1) Remove Warpath rifle. Both arms are replaced with construction arms.</p><p>2) Add spot light and range finder laser with attached guide line lighting for accurate placement of tools (think those level style tools that have a laser light to help you keep things level, forklifts have a device similar for showing you where your forks are up higher than you can see clearly).</p><p>3) Add construction stabilization system to boots, speed is reduced to 20 ft.</p><p>4) Class II Sensor system is replaced by a Class IIB Sensor system.</p><p>New Items</p><p></p><p>Construction Arms</p><p>These arm replacements for the Grunt are designed with greater strength than normal, but are also slightly bigger and slower than normal arms for a mecha, generally making them less favoured for combat, except perhaps with the melee packages. The arms provide a strength bonus of +12 for the mecha instead of the normal +8. Also, built into both arms is a laser pointer and camera for accurate placement of attached tools, and a small welding/cutting laser torch with unlimited usage.</p><p>Equipment Slots: 2, replaces both arms</p><p>Activation: always active</p><p>Range Increment: personal</p><p>Target: you</p><p>Duration: persistent</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: none</p><p></p><p>Construction Stabilization System</p><p>This stabilization system was originally based on the one from the PAC package, but altered to be better suited for construction purposes. Allows the mecha to carry 50% more weight than normal for it's strength score, grants a +2 to balance checks as long as carrying under a heavy load, and isn't considered encumbered with a medium load. Also, the mecha can also plant itself in place to become more stable with the built in pylons and enhanced balance gyro systems. This grants a +15 bonus against being tripped or overrun/bullrushed while planted. A move action to plant or unplant the mecha. No matter the weight carried (up to its maximum load) or armour added to the mecha, the mecha will always have a speed of 20 ft. The system also includes lights aimed around the ground for better visibility of any obstacles. </p><p>Equipment Slots: boots</p><p>Activation: always active</p><p>Range Increment: personal</p><p>Target: you</p><p>Duration: persistent</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: none</p><p></p><p>Class IIB Sensor System</p><p>The Class IIB sensor system is upgraded version of the Class II, and has the abilities of the Enigma Sensor suite. Also, the system is a geological sensor (umm.. don't know what rules to use for this, +3 bonus to knowledge: earth sciences I guess?), and includes a seismic sensor for weak ground and cracks and for drilling operations. Provides tremor sense up to 100 ft.</p><p>Equipment Slots: 1</p><p>Activation: always active, move activation</p><p>Range: 1 mile radius, 90 ft cone emanation</p><p>Target:</p><p>Duration: persistent</p><p>Saving Throw: None</p><p>Purchace DC: 24</p><p>Restriction: none</p><p></p><p></p><p>Drills</p><p>There are a number of different drills that are made for the Grunt. All kinds of different sizes and types of drill bits are made for construction and mining purposes.</p><p>Typical mining drill ignores 20 points of hardness, comes in sizes from 1 foot to 5 feet in diameter. If used in combat, average drill (about 3 to 4 ft diameter) will do about 5d6 points of piercing damage, critical 19-20, x3. But on a roll of 5 or less, the bit breaks.</p><p>Heavy drills, such as ones used for drilling or working with armour plating, ignore 25 points of hardness, deal 7d6 points of piercing damage, critical 19-20 x3, and breaks on a roll of 3 or less. </p><p>Equipment Slots: 1, arm</p><p>Activation: attack action</p><p>Range Increment: Touch</p><p>Target: Single target in reach</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: none</p><p></p><p>Clamps</p><p>These items replace the hands with large clamps, designed for picking up and carrying skids and other items. Think the exo suit that was used in the Aliens movie. If used in combat, a standard attack would be a stab with the clamps closed, dealing 4d6 points of piercing damage. Another option is to use the clamps to grab and crush your opponent. Make an attack with the clamps open, dealing 2d8 bludgeoning damage and initiate a grapple by closing the clamps, gaining a +5 bonus to grapple checks. If successful, deal 6d6 bludgeoning damage. If you do not release the clamps, you will remain attached to your target, granting a +10 bonus to following grappling checks, and can do 4d6 damage each round while grappled as the target struggles. If the target breaks the grapple after the first successful grapple, it will suffer 4d6 damage, and will be considered stunned for 1 round as most likely critical systems will be damaged (if a mecha), or from the sheer amount of pain.</p><p>Always sold in sets of two, one for each arm.</p><p>Equipment Slots: 2, arms</p><p>Activation: attack action</p><p>Range Increment: Touch</p><p>Target: Single target in reach</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: none</p><p></p><p>Crane</p><p>This is a small crane that is attached to the mecha's back. The crane can reach about 30 ft above the mecha's head, and has enough cable to reach 250 feet beyond that. This package is quite useful for when a large fixed crane isn't good for a job, but a couple of Grunts fitted with cranes can, and quite useful for tight spaces or need to move to an area fixed cranes can't reach. This option is also quite useful in rescue operations where speed and size can make a difference in rescuing someone, especially in remote areas.</p><p>Umm.. use whatever rules seem right for a crane, because honestly, I don't know.</p><p>Equipment Slots: 1, back</p><p>Activation: attack action</p><p>Range: 250 ft</p><p>Target: Single target in reach</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchace DC:</p><p>Restriction: none </p></blockquote><p></p>
[QUOTE="kronos182, post: 6844636, member: 6668634"] Saturn: The Grunt The Grunt was created by Saturn (yes, the car company) after it separated from General Motors and expanded into mecha and other military hardware. The Grunt was designed to be as completely modular as possible, making repairs fast and cheap, and to allow for incredible flexibility in weapons and other hardware between missions. A trained crew with proper equipment can completely strip down and change equipment in about thirty minutes. Saturn offers a number of packages for use with the Grunt (these are available only for the Grunt, so far, as they make use of its modular systems) which can be factory installed or stored for later use. It is possible to buy mixed packages, but this usually costs more than the standard packages. Remember, these packages can be swapped easily and quickly so if you own more than one package, make sure you have the storage space for them. Each package comes in a storage container that takes up about roughly the space of half to three quarters the volume of the Grunt itself, depending on the package of course. The Grunt comes standard with a Warpath Recoilless Rifle and a small laser built into the left arm for anti-personal protection, and an alarm system! Size: Large (-1) Bonus Hit Points: 100 Superstructure: Duralloy Hardness: 13 Armour: Resilium Armour Bonus to Defense: +6 Armour Penalty: -5 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: 0 Speed: 30 ft Base Purchase DC: 40 Helmet: Class II Sensor System Helmet: Cockpit Torso: Cockpit Back: Shoulders: Warpath Ammo Left Arm: Laser (arm slot is still available, the laser is built into the wrist and is small enough to not interfere with added equipment) Right Arm: Warpath Recoilless Rifle (hand held, slot is still open) Boots: Comm System Modular Construction: Due to the modular construction of the Grunt, its hardness is reduced by 2, but repair checks are reduced by 5, and take 25% less time. Added 1 extra equipment slot to Helmet Standard Package Features: Comm system, Alarm system, Class II Sensor system Bonuses: +2 Navigate and Spot Weapons: 1 Warpath Recoilless Rifle 10d6 ballistic, 20, 40 ft incr, S/A, 20 box, 50 lbs (40 rounds total) 1 Laser 3d8 Fire, 20, 80 ft, S/A, unlimited, 6 lbs Slam 1d8 bludgeon. (I know the Warpath has range that is shorter than the laser, which is actually just a laser rifle built into the arm of the mecha. House rule mecha weapon range is automatically double what it says in the book for simple rule.) Equipment Packages Anti Infantry The anti infantry package is for those times when you just need to get rid of all those pesky foot soldiers running around in your way. Although if heavy resistance, or armoured resistance might be expected, it is suggested to change the grenade launcher with something heavier, or have anti-material units assigned with the Anti Infantry armed Grunt. The following changes are made to the Grunt with this weapons package 1) Replace Warpath with Linked Twin Thunder machine gun pod, 2) Add A3X Dragon Flame Thrower to left arm, but the laser remains, 3) Replace Warpath Ammo storage on back with Grenade Launcher system 4) Add Smoke Grenade Launcher pod to boots 5 optional) Ammo Drum can be added to the back for the Linked Twin Thunder machine gun pod, or for the Grenade Launcher Discriminator People say you discriminate others? With the Discriminator package, you don't discriminate against any one group, you discriminate EVERYONE! Friends, family and the enemy alike! The following changes are made to the Grunt with the Discriminator package: 1) Replace Warpath with T-95 Cavalcade Chaingun, hand held, slot is open, 2) Add Discriminator Plasma Cannon to left arm and shoulders, 3) Add T-95 ammo drum to back, 4) Add Discriminator Chrysanthemum Laser array to boots, 5) Change armour from Duraplastic to Duralloy, speed reduced to 20 ft. New Equipment: Alarm System This simple mecha device consists of pressure sensitive sensors, several concealed loud speakers, and an electronic lock that seals the mecha's hatches and maintenance ports. Within 30 seconds of being touched (or ten seconds if any of the hatches or ports are interfered with) the system emits a shrill alarm that persists until the system is switched off (a hand held remote, small enough to fit in a pocket). A successful Disable Device check (DC 30) is required to deactivate the system - before or after it has been set off. The mecha's pilot must activate and deactivate the system using an attack option. Equipment Slots: 0 Activation: Attack action, see text Range: Personal Target: You Duration: Persistent, see text Saving Throw: None Purchace DC: 13 Restriction: None Linked Twin Thunder Machine Gun Pod This device is essentially two Twin Thunder machine guns linked together in a weapon pod that is attached to the arm of the mecha, dealing 3d10 damage. The pod carries 200 rounds for each weapon. If an ammo drum is attached to the mecha, the ammo drum holds another 1000 rounds for each weapon, and can be linked to the pod itself by the ammo belts. Equipment Slots: 1 Activation: Attack action Range Increment: 100 ft Target: Autofire Duration: Instantaneous Saving Throw: None Purchace DC: Restriction: Military (+3) Grenade Launcher This is a grenade launcher, pretty simple. Adaptable system that'll fire old 40mm, 25mm or 20 mm grenades, and even the new mini grenades. When filled, must select size of grenade. Damage varies with the type, and size of grenade used. The launcher can fire up to two grenades at a time, or only one. When firing two, it is designed to create as much of an overlapping kill zone while still granting a large target area. The launcher holds 20 grenades. Each equipment slot (ammo drum) dedicated to ammo storage adds another 40 grenades Game mechanics: When firing two grenades, target a square, or person like normal, increase damage by half (if grenade does 4d6, damage is now 6d6), increase radius by 25% and increase Reflex DC by +2. Equipment Slots: 1 Activation: Attack action Range Increment: 100 ft Target: Semi Duration: Instantaneous Saving Throw: Varies with grenade Purchace DC: Restriction: Military (+3) Smoke Grenade Launchers A set of three tubes which are designed to launch smoke or tear gas grenades. Each tube holds three grenades, for a total of 9 grenades. Standard load is usually 6 smoke and three tear gas grenades. Equipment Slots: 1 Activation: Attack action Range Increment: 50 ft Target: Single Duration: Varies with grenade Saving Throw: Varies with grenade Purchace DC: Restriction: Military (+3) Discriminator Plasma Cannon The Discriminator plasma cannon is a modified Tsunami 480 plasma canon that's a bit smaller, more unwieldy than the original. Also, only the wide-angle setting is available, and the mecha pilot suffers a -2 dex penalty with this weapon. Equipment Slots: 2, arm and shoulder (usually used on the left arm, making the laser unavailable and the hand is unusable as the weapon pod covers the hand) Activation: Attack action Range Increment: 60 ft cone Target: Single Duration: Instantaneous Saving Throw: Reflex half (DC 19) Purchace DC: Restriction: Military (+3) Discriminator Chrysanthemum Laser array The Discriminator chrysanthemum laser array is a modified version of the standard chrysanthemum laser array. Dealing less damage, 12d8, it doesn't burn itself out after one use, but can be used repeatedly. Equipment Slots: 1 Activation: Attack action, once per round Range Increment: Target: 60 foot radius burst centered on you Duration: Instantaneous Saving Throw: Reflex half (DC 25) Purchace DC: Restriction: Military (+3) More Saturn's Grunt Packages... Shocker, also known as Bug Zapper The Shocker package was designed by an engineer who had a strange obsession with bug zappers and anything that related to electrical arcs. Although an unusual and almost specialized package, it does remain quite popular for those who like a bit of flair to their fighting styles. The following changes are made to the Grunt with this weapons package 1) Replace Warpath with Ion Rifle, hand held slot still open, 2) Add M-70 EMP Rocket launcher to shoulders, 3) Add Thunder Clap Hammer to left arm or right, depending on which arm Ion Rifle is on, hand held slot is still open, 4) LX-10 Antishock Array to boots, 5) Add Electro Array to back, Optional: Replace Electro Array with Discriminator Chrysanthemum Laser array. Optional: Lightning style paint job (five different variations) at only PDC 13 Deluxe Package The Deluxe package is more of an internal upgrade than a normal package. The standard cockpit is upgraded with new features, replacing the standard seat for a leather one, improved stereo system with a 10.2 digital hyper surround system, which ties into the comm system and external mics so that you can actually sense the direction a sound is coming from. Includes MP6 and hyper red ray disc for both audio and visual playback, for those long waits during ambushes or getting to the combat zones. Class II Sensor system is upgraded to Class III Sensor system. The ultimate climate control system is installed (this is a scaled down version of a life support system, but lacks the full environmental seals and NBC protection). Also includes an adjustable cup holder which will securely hold an ULTRA Big Gulp (now available in 5L sizes at your local Squishy Mart) even with your mecha doing cart wheels, make sure the lid is properly secured on your beverage first. Also includes a mini fridge to keep beverages nice and cool. PAC Package. Also known as Boom Gun, Big Betsy or Over Kill!!! This package is centered around one weapon: a powerful particle accelerator cannon. Using this weapon forsakes use of any other weapon except the laser that already comes with the Grunt. This system is made ONLY for the Grunt, as it uses the modular connection system and so far has been incompatible with other mecha designs. The following changes are made to the Grunt with this weapons package 1) Replace Warpath with Particle Accelerator Cannon, takes up right arm, shoulders, left arm equipment slot for power and other systems such as heat sinks, 2) Add Nuclear Power core to back, added equipment slot is dedicated to the particle accelerator cannon, 3) Stabilizing and weight distribution system added to boots, Optional: It is recommended to replace armour with a higher level, customer's choice of what armour to use. Generally Duralloy is offered at a discount. Note: Due to the weight of the system, and the stabilizing and weight distribution system, the speed of the Grunt is lowered to 20 ft, this is also factoring heavier armours, which will not lower the speed down farther, even with armours that normally lower speed below this point. Melee Package The melee package is actually a highly customizable package. You pick melee from the catalog and then start selecting your combat style or weapons from there. Two weapons, weapon shield? Reach weapons? One melee, one ranged? Totally flexible package, and the Ancient Warrior body kits are also discounted when bought with this package. 'Standard Melee Package makes the following changes to the Grunt: 1) Replace Warpath with PS-15 Panther Claws, 2) Add Bulwark Tactical Shield, doesn't interfere with the laser, can be hand held or integrated, 3) Corona Microwave Beam added to shoulders for ranged defense Optional: Warpath can be carried on the back and used when the Panther claws are not deployed. Optional: Any other mecha melee weapon can be substituted in place of the Panther Claws, and the Bulwark shield can be upgraded to a Bastion Tactical Shield. Or a ranged weapon may be used, or switched for the Corona. See other melee weapons for different choices. Cosmetic Packages Saturn also offers a number of cosmetic packages, which range from paint jobs (PDC 10 to 20 for really elaborate designs), to body kits. The body kits alter the appearance of the Grunt in various ways, usually styling in different themes, which can be used with any other packages, except the PAC package. Only special paint jobs can be used with the PAC and a basic one costs PDC 21 and go up from there as a special paint has to be used to withstand the heat from the PAC's weapon. Standard body kits include the following: Skull and Skeleton Motif - armour plating and head face plate are shaped and designed to look more like a skeleton, usually painted in whites and other colours associated with bones, even splashes of blood red in strategic locations to create a sense of a 'fresh' skeleton are available. Ancient Warrior - Styled after samurai or medieval armour, especially popular with melee packages. Usually also customers upgrade the armour with this body kit. Sports/Speed Demons/Tricked Out - This body kit uses more angular and slimmer designed plates and head designs. Usually only kids and speed demons get this body kit. Popular with the current generation of the 'Fast and the Furious' wannabes that use mecha instead of civilian land vehicles. Saturn does offer Mage8 Armor Plating* with this package, which these kids eat up.. No real combat pilot would every use Mage8 Armor Plating, unless they're just that stupid. New Equipment Ion Rifle Using principles of ionized particles in an atmosphere creating lightning bolt like affects, the Ion Rifle uses those principles on a much larger scale. A low powered laser is first fired before the main particle stream to help create a path to the target, ionizing the air slightly. About 0.056 seconds after the laser is fired, the weapon fires a stream of ionized particles with an opposite charge to the laser created path so that the much larger stream follows it, creating a more linear lightning bolt effect as it streaks toward the target doing 9d6 points of electrical damage. Unfortunately the Ion rifle is not well suited to long ranges and loses power the farther it goes. Game Mechanics: Only goes a maximum of five range increments, and for every range increment past the first subtract one die of damage. So at second range increment only does 8d6, and so on. Equipment Slots: 1 Activation: Attack action Range Increment: 75 ft Target: Semi Duration: Instantaneous Saving Throw: None Purchace DC: Restriction: Military (+3) Thunder Clap Hammer The Thunder Clap hammer is similar in principle to the Thunderbolt shock rod, only improved. It looks like a mecha sized sledgehammer only one side is narrowed to a point for those times when you need to punch a hole instead of just smashing something. The pointed side is specifically designed for piercing armour and delivering a shock to internal components, although not as powerful as the hammer side. Damage is determined by the size of the mecha wielding it (as Saturn does make Thunder Clap Hammers for larger sized mecha): Large 6d8 hammer/6d6 spike, Huge 8d8 hammer/8d6 spike, Gargantuan 10d8 hammer/10d6 spike, Colossal 12d8 hammer/12d6 spike. Half damage is bludgeoning and half electricity for the hammer and for the spike. The spike end has a x3 critical and ignores 10 points of hardness/DR. The pilot must select which side he/she is using before making the attack. Equipment Slots: 1 Activation: Attack action Range: Touch Target: Single target within reach. Duration: Instantaneous Saving Throw: None Purchace DC: Restriction: Military (+3) Electro Array The Electro array electrifies sections of the mecha's armour skin for defensive and offensive purposes. When something grabs the mecha, it will take 4d6 electricity damage from the electrical field. When the mecha attacks with fists, feet or body slams it'll deal an additional 4d6 electricity damage. The electro array can also be used create a magnetic field like affect to allow the mecha to cling to metallic surfaces allowing for easy movement in space along hulls of ships or stations, grants a +5 bonus against trip and bullrush/overrun attempts. However, this reduces the bonus damage to attacks against grapples or melee damage to only 2d6 points of electricity damage. Requires a Computer Use check DC 16 to alter the field this way. Also, all the energy can be focused into one area, such as a fist that deals 7d6 points of electricity damage for that selected spot. However this damage can only be added to the mecha's slam attack, and not to any hand held weapons. Note: The Electro Array requires the LX-10 or LX-20 Antishock Array installed or the mecha will suffer 1d6 points of electricity damage every round the device is active. Equipment Slots: 1 Activation: Attack action Range: Touch Target: Single target within reach. Duration: Persistent when activated Saving Throw: None Purchace DC: Restriction: Military (+3) Particle Accelerator Cannon This weapon is just out of its experimental phase and is highly promising, if slow and heavy, and power demanding. This weapon was designed for anti material and fortification purposes, not against lightly armoured and mobile targets. It requires the use of an external power source as a mecha's normal power plant would just shut down trying to feed the demands of this monstrous weapon on its own, hence the use of a nuclear power core added with the package. The PAC (Particle Accelerator Cannon) deals an incredible 10d10 points of damage (unknown energy type) and ignores 15 points of hardness/DR. The PAC can only fire once per round, up to three times before it requires a 5 round cool down period after the third shot. Note: The PAC is unwieldy and heavy, requires the Stabilization system installed in the boots/legs of the mecha to keep it from tipping over. But even with this system installed, still suffers a -4 to attack rolls. The stabilization just keeps the mecha upright and able to walk normally although slower, it does not provide any bonuses against trips or overrunning the mecha. The PAC also suffer from range problems and massive blooming effects after the fifth range increment, making it useless past it's fifth range increment of 350 ft. Equipment Slots: Pretty much all the Grunt has, plus one for the stabilization system mentioned above. Activation: Attack action Range Increment: 70 ft Target: Single Duration: Instantaneous Saving Throw: None Purchace DC: Really expensive, and limited quantities. Restriction: Military (+3) Mage8 Armor Plating* This was made by Backstabbist and I just had to use it. How I hate those Fast and Furious wannabes as they're mostly jerks, *******s and just plain stupid.. Not all, just 95% of them. So they get Mage8 Armor Plating at discounted prices! It can be found here. Thanks backstabbist, I finally have a use for this item :D Vibro Sword A mecha sized vibro or high frequency sword, comes in 'standard' longsword, or curved katana style. Damage is based on mecha size: Large 2d10, Huge 4d10, Gargantuan 6d10, Colossal 8d10. Deals slashing damage, critical on a 19-20. Equipment Slots: 1 Activation: Attack action Range: Touch Target: Single target within reach. Duration: Instantaneous Saving Throw: None Purchace DC: Restriction: Military (+3) Vibro Halberd A mecha sized halberd. All normal halberd rules apply (reach and all that stuff), just on a larger scale. Damage is based on mecha size: Large 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10. Equipment Slots: 2, both must be hands or arms Activation: Attack action Range: Touch Target: Single target within reach. Duration: Instantaneous Saving Throw: None Purchace DC: Restriction: Military (+3) Quaker Hammer The Quaker is a mecha sized two handed war hammer, but also includes a surprise. Damage is based on mecha size: Large 2d10, Huge 4d10, Gargantuan d10, Colossal 8d10, bludgeoning damage. Additionally, the Quaker Hammer contains a small gravity device. When activated (a move equivalent action), the Quaker deals an additional 50% damage for 5 rounds before it's capacitors are trained and take another 3 rounds to recharge from the mecha's power supply. Equipment Slots: 2, must be hands or arms Activation: Attack action Range: Touch Target: Single target within reach. Duration: Instantaneous Saving Throw: None Purchace DC: Restriction: Military (+3) Long awaited addition to Saturn's Grunt packages... this time, more non combat related stuff Saturn, making a deal with Ryder and a few other construction vehicle companies has released several items for use with the Grunt for non military occupations. Basic construction Package The basic package turns the Grunt into a walking forklift basically. The package comes standard with augmented arms The following changes are made to the Grunt with this package 1) Remove Warpath rifle. Both arms are replaced with construction arms. 2) Add spot light and range finder laser with attached guide line lighting for accurate placement of tools (think those level style tools that have a laser light to help you keep things level, forklifts have a device similar for showing you where your forks are up higher than you can see clearly). 3) Add construction stabilization system to boots, speed is reduced to 20 ft. 4) Class II Sensor system is replaced by a Class IIB Sensor system. New Items Construction Arms These arm replacements for the Grunt are designed with greater strength than normal, but are also slightly bigger and slower than normal arms for a mecha, generally making them less favoured for combat, except perhaps with the melee packages. The arms provide a strength bonus of +12 for the mecha instead of the normal +8. Also, built into both arms is a laser pointer and camera for accurate placement of attached tools, and a small welding/cutting laser torch with unlimited usage. Equipment Slots: 2, replaces both arms Activation: always active Range Increment: personal Target: you Duration: persistent Saving Throw: None Purchace DC: Restriction: none Construction Stabilization System This stabilization system was originally based on the one from the PAC package, but altered to be better suited for construction purposes. Allows the mecha to carry 50% more weight than normal for it's strength score, grants a +2 to balance checks as long as carrying under a heavy load, and isn't considered encumbered with a medium load. Also, the mecha can also plant itself in place to become more stable with the built in pylons and enhanced balance gyro systems. This grants a +15 bonus against being tripped or overrun/bullrushed while planted. A move action to plant or unplant the mecha. No matter the weight carried (up to its maximum load) or armour added to the mecha, the mecha will always have a speed of 20 ft. The system also includes lights aimed around the ground for better visibility of any obstacles. Equipment Slots: boots Activation: always active Range Increment: personal Target: you Duration: persistent Saving Throw: None Purchace DC: Restriction: none Class IIB Sensor System The Class IIB sensor system is upgraded version of the Class II, and has the abilities of the Enigma Sensor suite. Also, the system is a geological sensor (umm.. don't know what rules to use for this, +3 bonus to knowledge: earth sciences I guess?), and includes a seismic sensor for weak ground and cracks and for drilling operations. Provides tremor sense up to 100 ft. Equipment Slots: 1 Activation: always active, move activation Range: 1 mile radius, 90 ft cone emanation Target: Duration: persistent Saving Throw: None Purchace DC: 24 Restriction: none Drills There are a number of different drills that are made for the Grunt. All kinds of different sizes and types of drill bits are made for construction and mining purposes. Typical mining drill ignores 20 points of hardness, comes in sizes from 1 foot to 5 feet in diameter. If used in combat, average drill (about 3 to 4 ft diameter) will do about 5d6 points of piercing damage, critical 19-20, x3. But on a roll of 5 or less, the bit breaks. Heavy drills, such as ones used for drilling or working with armour plating, ignore 25 points of hardness, deal 7d6 points of piercing damage, critical 19-20 x3, and breaks on a roll of 3 or less. Equipment Slots: 1, arm Activation: attack action Range Increment: Touch Target: Single target in reach Duration: Instantaneous Saving Throw: None Purchace DC: Restriction: none Clamps These items replace the hands with large clamps, designed for picking up and carrying skids and other items. Think the exo suit that was used in the Aliens movie. If used in combat, a standard attack would be a stab with the clamps closed, dealing 4d6 points of piercing damage. Another option is to use the clamps to grab and crush your opponent. Make an attack with the clamps open, dealing 2d8 bludgeoning damage and initiate a grapple by closing the clamps, gaining a +5 bonus to grapple checks. If successful, deal 6d6 bludgeoning damage. If you do not release the clamps, you will remain attached to your target, granting a +10 bonus to following grappling checks, and can do 4d6 damage each round while grappled as the target struggles. If the target breaks the grapple after the first successful grapple, it will suffer 4d6 damage, and will be considered stunned for 1 round as most likely critical systems will be damaged (if a mecha), or from the sheer amount of pain. Always sold in sets of two, one for each arm. Equipment Slots: 2, arms Activation: attack action Range Increment: Touch Target: Single target in reach Duration: Instantaneous Saving Throw: None Purchace DC: Restriction: none Crane This is a small crane that is attached to the mecha's back. The crane can reach about 30 ft above the mecha's head, and has enough cable to reach 250 feet beyond that. This package is quite useful for when a large fixed crane isn't good for a job, but a couple of Grunts fitted with cranes can, and quite useful for tight spaces or need to move to an area fixed cranes can't reach. This option is also quite useful in rescue operations where speed and size can make a difference in rescuing someone, especially in remote areas. Umm.. use whatever rules seem right for a crane, because honestly, I don't know. Equipment Slots: 1, back Activation: attack action Range: 250 ft Target: Single target in reach Duration: Instantaneous Saving Throw: None Purchace DC: Restriction: none [/QUOTE]
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