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<blockquote data-quote="kronos182" data-source="post: 6852553" data-attributes="member: 6668634"><p>Mecha Radar System (PL5)</p><p></p><p>The radar sensor system allows a mecha to detect aerial threats and engage them with its weapon systems. A radar sensor system grants a +2 equipment bonus on the operator's Navigate and Spot checks against aerial targets. With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving aerial target and determine all the following information about the target:</p><p>The target's size</p><p>The target's locomotive capabilities</p><p>The target's present direction or trajectory.</p><p>Equipment Slots: 1</p><p>Activation: Move action (active scan mode only)</p><p>Range: 10 mile radius emanation centered on your mecha</p><p>Area: 1 nonliving target (active scan only)</p><p>Duration: Persistent (passive scan mode) or 1 round (active scan mode)</p><p>Saving Throw: None</p><p>Purchase DC: 18</p><p>Restriction: none</p><p></p><p>[HR][/HR]</p><p></p><p>Jump Jets (PL5)</p><p>Jump jets come with pre-loaded reservoir of chemicals that power thrusters giving the mecha a limited jump capability. While this cannot offer true flight, it does allow mecha to "jump" onto rooftops or over larger barriers. Jump jets provide a vertical "jump" of 100 feet. Can be used 5 times before requiring a refueling. </p><p>Equipment Slots: 1 must be Back, Shoulders, or boots</p><p>Activation: none</p><p>Range: Personal</p><p>Target: you</p><p>Duration: 1 round</p><p>Saving Throw: none</p><p>Purchase DC: 14, refueling costs PDC 9</p><p>Restriction: none</p><p></p><p>[HR][/HR]</p><p></p><p>Detachable External Pods</p><p>A detachable external pod is a piece of equipment or weaponry mounted on the outside of the mecha instead of inside as an integral part of the mecha. Each external pod imposes a -5 feet penalty to the mecha's speed and decreases flight maneuverability by one category.</p><p>Every attack against the mecha has a 15% chance to damage an external pod. Each pod generally has a hardness of 5 and 20 hit points. When a pod is destroyed so is the equipment inside. Pods can be ejected as a free action, which remove the penalties added by that pod.</p><p>Most pods are unpowered except for special purpose ones. Pods have an equivalent space of about one slot each normally. Pods built for ammunition must be attached to the same area as the weapon they are meant to supply.</p><p></p><p>ECM Pod</p><p>The ECM pod is used to jam and disrupt enemy communications and sensors. The enemy pilot must make an opposed attack roll vs the defender's base defense plus his Computer Use skill bonus to target the mecha. If the attacker fails he cannot target the ECM equipped mecha this round.</p><p>Equipment Slots: None</p><p>Activation: Move action</p><p>Range: personal</p><p>Target: you</p><p>Duration: persistent</p><p>Saving Throw: none</p><p>Purchase DC: 28</p><p>Restriction: Military (+3)</p><p></p><p>Grapple/Winch Pod</p><p>This pod is an integrated grapple gun and attached winch motor. The winch can pull most large mecha and small vehicles. This pod is often used by special forces as its less flashy and noisy than a jetpack. Civilian Search and Rescue also use the grapple/winch pod on SAR mecha. A successful ranged attack will attach the grapple. The strength of the winch is the same as the mecha it is attached to. The winch has 200 feet of chain.</p><p>Equipment Slots: none</p><p>Activation: attack action</p><p>Range: 200 feet</p><p>Target: you</p><p>Duration: persistent</p><p>Saving Throw: none</p><p>Purchase DC: 10</p><p>Restriction: none</p><p></p><p>Recon Pod</p><p>Recon pods are a set of cameras, sensors and the devices to record the data collected. Used on reconnaissance missions they can be added to any type of mecha though they are usually placed on small stealthy mecha.</p><p>Equipment Slots: none</p><p>Activation: attack action</p><p>Range: 1 mile, line of sight</p><p>Area: 1 target (passive/active)</p><p>Duration: persistent (passive scan mode) or 1 round (active scan mode)</p><p>Saving Throw: none</p><p>Purchase DC: as per sensors +2</p><p></p><p>Weapon Pod</p><p>Weapons can be taken in pods and follow all the rules for pods. When a weapon pod runs out of ammunition or becomes damaged it can be dropped thereby increasing the speed of the mecha. This allows more internal space for mecha to carry other equipment. Weapons will have only 3/4 of what an integrated weapon has. </p><p>Equipment Slots: None</p><p>Activation: per weapon</p><p>Range: per weapon</p><p>Target: per weapon</p><p>Duration: per weapon</p><p>Saving Throw: per weapon</p><p>Purchase DC: per weapon +2</p><p>Restriction: per weapon</p><p></p><p>Buoyancy Pod</p><p>This pod provides buoyancy for underwater exploration or combat, allowing the mecha to ascend and descend in water, much like the ballast tanks on a submarine. If the pod is damaged for some reason, the mecha may ascend or descend out of control until the pod is repaired.</p><p>Equipment Slots: none</p><p>Activation: move action</p><p>Target: you</p><p>Duration: Persistent</p><p>Saving Throw: none</p><p>Purchase DC: 27</p><p>Restriction: none</p><p></p><p>Parachute Pod</p><p>The Parachute pod allows mecha to be dropped into inaccessible locations. The pilot needs to make a DC 15 piloting role to remain upright when the mecha lands or ben knocked prone.</p><p>Equipment Slots: none</p><p>Activation: attack action</p><p>Target: you</p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 14</p><p>Restriction: Licensed (+1)</p><p></p><p>[HR][/HR]</p><p></p><p>Small Manipulator Arms</p><p>These small versions of the mecha's basic arms usually attached to the chest to help with moving or loading standard size loads rather than industrial size loads which is what the regular arms are for. The small manipulator arms can also be used to load patients into medical pods and carry small amounts of cargo. Small manipulator arms only gives a +4 Strength bonus to the Pilot's Strength.</p><p>Equipment Slots: 1, must be torso</p><p>Activation: free action</p><p>Range: personal</p><p>Target: you</p><p>Duration: Persistent</p><p>Saving Throw: none</p><p>Purchase DC: 10 + one quarter the mecha's base purchase DC</p><p>Restriction: none</p><p></p><p>[HR][/HR]</p><p></p><p>Extensor Gauntlets (PL 6)</p><p>Extensor gauntlets use advanced robotics and a series of ingenious ‘stacked’ concentric metal and plastic armor plates to extend the pilot’s reach several yards farther than normal. The pilot’s gloved hand seems to ‘ratchet’ out from his arm, extending on a flexible metal tendril.</p><p>With this enhancement the pilot can choose to extend the reach of one (or both hands, if both are equipped with this enhancement) in 10 ft increments, up to a maximum of 50 ft reach. However, each 10 ft reach improvement carries with it a –2 penalty to all attack rolls and skill</p><p>checks made with that hand due to the relative clumsiness of the robotic manipulator. Due to this same clumsiness, though the pilot can choose to attack foes up to 50 ft away with a melee attack, he or she doesn’t ‘threaten’ those squares, nor can the pilot make any more attacks of</p><p>opportunity than normal. </p><p>Equipment Slots: One (must be arms)</p><p>Activation: Standard action</p><p>Range: maximum 50 ft range</p><p>Target: You</p><p>Duration: Persistent</p><p>Saving Throw: None</p><p>Purchase DC: 10 + one quarter the Power Armor’s base</p><p>purchase DC</p><p>Restriction: None </p></blockquote><p></p>
[QUOTE="kronos182, post: 6852553, member: 6668634"] Mecha Radar System (PL5) The radar sensor system allows a mecha to detect aerial threats and engage them with its weapon systems. A radar sensor system grants a +2 equipment bonus on the operator's Navigate and Spot checks against aerial targets. With a successful Computer Use check (DC 15) and a move action, the operator can use the sensor system to actively scan a single nonliving aerial target and determine all the following information about the target: The target's size The target's locomotive capabilities The target's present direction or trajectory. Equipment Slots: 1 Activation: Move action (active scan mode only) Range: 10 mile radius emanation centered on your mecha Area: 1 nonliving target (active scan only) Duration: Persistent (passive scan mode) or 1 round (active scan mode) Saving Throw: None Purchase DC: 18 Restriction: none [HR][/HR] Jump Jets (PL5) Jump jets come with pre-loaded reservoir of chemicals that power thrusters giving the mecha a limited jump capability. While this cannot offer true flight, it does allow mecha to "jump" onto rooftops or over larger barriers. Jump jets provide a vertical "jump" of 100 feet. Can be used 5 times before requiring a refueling. Equipment Slots: 1 must be Back, Shoulders, or boots Activation: none Range: Personal Target: you Duration: 1 round Saving Throw: none Purchase DC: 14, refueling costs PDC 9 Restriction: none [HR][/HR] Detachable External Pods A detachable external pod is a piece of equipment or weaponry mounted on the outside of the mecha instead of inside as an integral part of the mecha. Each external pod imposes a -5 feet penalty to the mecha's speed and decreases flight maneuverability by one category. Every attack against the mecha has a 15% chance to damage an external pod. Each pod generally has a hardness of 5 and 20 hit points. When a pod is destroyed so is the equipment inside. Pods can be ejected as a free action, which remove the penalties added by that pod. Most pods are unpowered except for special purpose ones. Pods have an equivalent space of about one slot each normally. Pods built for ammunition must be attached to the same area as the weapon they are meant to supply. ECM Pod The ECM pod is used to jam and disrupt enemy communications and sensors. The enemy pilot must make an opposed attack roll vs the defender's base defense plus his Computer Use skill bonus to target the mecha. If the attacker fails he cannot target the ECM equipped mecha this round. Equipment Slots: None Activation: Move action Range: personal Target: you Duration: persistent Saving Throw: none Purchase DC: 28 Restriction: Military (+3) Grapple/Winch Pod This pod is an integrated grapple gun and attached winch motor. The winch can pull most large mecha and small vehicles. This pod is often used by special forces as its less flashy and noisy than a jetpack. Civilian Search and Rescue also use the grapple/winch pod on SAR mecha. A successful ranged attack will attach the grapple. The strength of the winch is the same as the mecha it is attached to. The winch has 200 feet of chain. Equipment Slots: none Activation: attack action Range: 200 feet Target: you Duration: persistent Saving Throw: none Purchase DC: 10 Restriction: none Recon Pod Recon pods are a set of cameras, sensors and the devices to record the data collected. Used on reconnaissance missions they can be added to any type of mecha though they are usually placed on small stealthy mecha. Equipment Slots: none Activation: attack action Range: 1 mile, line of sight Area: 1 target (passive/active) Duration: persistent (passive scan mode) or 1 round (active scan mode) Saving Throw: none Purchase DC: as per sensors +2 Weapon Pod Weapons can be taken in pods and follow all the rules for pods. When a weapon pod runs out of ammunition or becomes damaged it can be dropped thereby increasing the speed of the mecha. This allows more internal space for mecha to carry other equipment. Weapons will have only 3/4 of what an integrated weapon has. Equipment Slots: None Activation: per weapon Range: per weapon Target: per weapon Duration: per weapon Saving Throw: per weapon Purchase DC: per weapon +2 Restriction: per weapon Buoyancy Pod This pod provides buoyancy for underwater exploration or combat, allowing the mecha to ascend and descend in water, much like the ballast tanks on a submarine. If the pod is damaged for some reason, the mecha may ascend or descend out of control until the pod is repaired. Equipment Slots: none Activation: move action Target: you Duration: Persistent Saving Throw: none Purchase DC: 27 Restriction: none Parachute Pod The Parachute pod allows mecha to be dropped into inaccessible locations. The pilot needs to make a DC 15 piloting role to remain upright when the mecha lands or ben knocked prone. Equipment Slots: none Activation: attack action Target: you Duration: Instantaneous Saving Throw: none Purchase DC: 14 Restriction: Licensed (+1) [HR][/HR] Small Manipulator Arms These small versions of the mecha's basic arms usually attached to the chest to help with moving or loading standard size loads rather than industrial size loads which is what the regular arms are for. The small manipulator arms can also be used to load patients into medical pods and carry small amounts of cargo. Small manipulator arms only gives a +4 Strength bonus to the Pilot's Strength. Equipment Slots: 1, must be torso Activation: free action Range: personal Target: you Duration: Persistent Saving Throw: none Purchase DC: 10 + one quarter the mecha's base purchase DC Restriction: none [HR][/HR] Extensor Gauntlets (PL 6) Extensor gauntlets use advanced robotics and a series of ingenious ‘stacked’ concentric metal and plastic armor plates to extend the pilot’s reach several yards farther than normal. The pilot’s gloved hand seems to ‘ratchet’ out from his arm, extending on a flexible metal tendril. With this enhancement the pilot can choose to extend the reach of one (or both hands, if both are equipped with this enhancement) in 10 ft increments, up to a maximum of 50 ft reach. However, each 10 ft reach improvement carries with it a –2 penalty to all attack rolls and skill checks made with that hand due to the relative clumsiness of the robotic manipulator. Due to this same clumsiness, though the pilot can choose to attack foes up to 50 ft away with a melee attack, he or she doesn’t ‘threaten’ those squares, nor can the pilot make any more attacks of opportunity than normal. Equipment Slots: One (must be arms) Activation: Standard action Range: maximum 50 ft range Target: You Duration: Persistent Saving Throw: None Purchase DC: 10 + one quarter the Power Armor’s base purchase DC Restriction: None [/QUOTE]
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