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<blockquote data-quote="kronos182" data-source="post: 6857070" data-attributes="member: 6668634"><p>Seismic Tracking Addon</p><p>The seismic tracking addon for mech sensors can be used to detect seismic activity, although the mech shouldn't be moving. It can detect things like earthquakes or the general direction and range of large concentration of heavy vehicles or animals.</p><p>Benefit: Lets a mech detect the movement of numerous large ground vehicles within 3 miles, with a Search check of DC 15 +2 per additional mile past 3 miles, determining the direction and general location to within 100 feet. Can also detect earthquakes or other seismic activity within 10 miles.</p><p>PDC: 23</p><p></p><p>Seismic Sensors</p><p>These sensors are sensitive to seismic activity around the mech. They can detect the movement of a cloaked human sized object within 100 feet of the mech, however the mech can only move at half speed while using the seismic sensors.</p><p>Provides all benefits of Seismic Tracking addon, but also Tremorsense 100 feet.</p><p>Equipment Slots: 1 must be boots or legs</p><p>Activation: Move action</p><p>Range: 100 ft</p><p>Duration: Persistent</p><p>Purchase DC: 30</p><p>Restriction: Lic (+1)</p><p></p><p>[HR][/HR]</p><p></p><p>Supercharged Power Plant (PL5)</p><p>Power plants can be souped up to go much faster than they were originally designed for. Additional power packs, NOS system, high end engine parts, all these things can make your mech go just a little faster. And what makes a mech faster also makes it a little stronger in the process. Provides a modest bonus to speed (5 feet) and Strength (+2).</p><p>Equipment Slots: 2</p><p>Activation: none</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Persistent</p><p>Saving Throw: none</p><p>Purchase DC: 16</p><p>Restriction: none</p><p></p><p>[HR][/HR]</p><p></p><p>Remote Sensor Dispenser (PL5)</p><p>A remote sensor dispenser carries 30 remote sensors that can be dropped and activated. These sensors detect movement, vibration and have a simple camera to view all within a 60 ft radius. Replacement sensors have a PDC of 5 for a set of 10 sensors.</p><p>Equipment Slots: 1</p><p>Activation: Move</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Persistent</p><p>Saving Throw: None</p><p>Purchase DC: 10</p><p>Restriction: Licensed (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Gun Shield</p><p>The reality that sometimes the best offense is a good defense, gun shields combine a ranged weapon with a medium shield to allow the pilot to easily switch from a defensive stance to ranged combat without physically switching items. These can be hand held or built into the arm of a mech, replacing the hand. Hand held versions have magnetic clamps to help brace the shield and support the weight along the whole forearm. The handle also has the trigger for the weapon.</p><p>The weapon can be any ranged weapon, but most use basic ballistic, although generally with less ammo than a dedicated weapon slot, or any energy weapon such as lasers or plasma cannons.</p><p>For ballistic weapons, the gunshield has 25% less ammunition. The shield, when used as purely as a shield, and the weapon not used in the same round, provides a +4 bonus to Defense. If the ranged weapon is used, the bonus to Defense is only +2 until the next round.</p><p>GunShield</p><p>Equipment Slots: 1, must be hand or arm</p><p>Activation: Attack action</p><p>Range Increment: Varies by ranged weapon used</p><p>Target: Varies by ranged weapon used</p><p>Duration: Instantaneous (ranged weapon)/ persistent (shield)</p><p>Saving Throw: None</p><p>Purchase DC: Base weapon +4</p><p>Restriction: Res to Mil (+2 to +3)</p><p></p><p>Ammunition Expansion</p><p>The underside of the shield can be modified to hold extra ammunition, increasing ammo capacity by 100% (doubling capacity). However, this makes the ammunition more vulnerable. Any time the mech is exposed to an explosion, there is a 20% chance that the ammunition may cook off, and deals damage of 25% of the remaining rounds on the shield to the mech. If the ammunition is only fired by an electric charge, then any electricity based attack has a 20% chance of cooking off the ammunition, dealing 25% of the remaining ammunition on the shield to the mech.</p><p>PDC: Increase PDC by +2.</p><p></p><p>Example Gun Shield</p><p>Gun Shield mk1 (PL5)</p><p>This combines the M-9 Barrage chaingun with a Bulwark Tactical shield. Deals 5d6 ballistic damage with 3 belts of 50 rounds. The shield component provides a +4 bonus to Defense any round the M-9 component isn't used. If used, the bonus to Defense is only +2. If the ammunition expansion option is used, the Gun Shield mk1 holds 6 belts of 50 rounds, and increases PDC by +2.</p><p>Equipment Slots: 1, must be hand or arm</p><p>Activation: Attack action</p><p>Range Increment: 60 feet</p><p>Target: Single target within 600 feet, or autofire</p><p>Duration: Instantaneous (M-9) / persistent (shield)</p><p>Saving Throw: None</p><p>Purchase DC: 24</p><p>Restriction: Restricted (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Rocket Fists</p><p>"Sometimes, you just want to REALLY hit something really hard!"</p><p>The fist of the mech has been reinforced and several rocket thrusters are installed along the wrist and forearm. These thrusters propel the fist with incredible force to deal far greater damage the a mech's normal strength will allow. However, the thrusters have limited uses, usually about 5 charges. The mech's slam is considered to be from a mech of one size category larger (large normally deals 1d8, now becomes 2d6, huge 2d6 becomes 2d8, etc.), with colossal gaining an extra d6 in damage, plus +4 damage. If used as part of a Power Attack, the damage bonus is doubled.</p><p>Due to the reinforcing of the hand, all Dex related skills using that hand suffer a -2 penalty. Also when using the rocket fist, can not use any hand held weapons unless it is a one handed weapon and deals piercing damage, in which case they deal damage as if it was meant for a mech of one size category larger.</p><p>Rocket fuel reloads have a PDC 9 for 5 uses.</p><p>Equipment Slots: 1, must be hand</p><p>Activation: Standard attack (activation is free, part of an attack action)</p><p>Range Increment: Melee</p><p>Target: Single target within reach</p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 11 + one-quarter the mech's base PDC.</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Anchor System</p><p>This system fits in the boots and legs, driving spikes into the ground, locks the legs and includes stabilization systems, keeping a mech up right. The mech, while the system is active, can not move, but gains +8 to resist trip, bullrush or overrun attempts. However it loses any Dex or dodge bonus to Defense, Reflex save bonus reduced by half, benefits from Uncanny Dodge are negated. This system is similar to the stabilization system used in construction mechs, but has a quick release, and used on military mechs that use heavy weapons that require great stability to use.</p><p>Equipment Slots: Boots</p><p>Activation: Move equivalent action</p><p>Range Increment: Self</p><p>Target: Self</p><p>Duration: Persistent when active</p><p>Saving Throw: +8 resist trip, bullrush, overrun</p><p>Purchase DC: 20</p><p>Restriction: None</p></blockquote><p></p>
[QUOTE="kronos182, post: 6857070, member: 6668634"] Seismic Tracking Addon The seismic tracking addon for mech sensors can be used to detect seismic activity, although the mech shouldn't be moving. It can detect things like earthquakes or the general direction and range of large concentration of heavy vehicles or animals. Benefit: Lets a mech detect the movement of numerous large ground vehicles within 3 miles, with a Search check of DC 15 +2 per additional mile past 3 miles, determining the direction and general location to within 100 feet. Can also detect earthquakes or other seismic activity within 10 miles. PDC: 23 Seismic Sensors These sensors are sensitive to seismic activity around the mech. They can detect the movement of a cloaked human sized object within 100 feet of the mech, however the mech can only move at half speed while using the seismic sensors. Provides all benefits of Seismic Tracking addon, but also Tremorsense 100 feet. Equipment Slots: 1 must be boots or legs Activation: Move action Range: 100 ft Duration: Persistent Purchase DC: 30 Restriction: Lic (+1) [HR][/HR] Supercharged Power Plant (PL5) Power plants can be souped up to go much faster than they were originally designed for. Additional power packs, NOS system, high end engine parts, all these things can make your mech go just a little faster. And what makes a mech faster also makes it a little stronger in the process. Provides a modest bonus to speed (5 feet) and Strength (+2). Equipment Slots: 2 Activation: none Range: Personal Target: You Duration: Persistent Saving Throw: none Purchase DC: 16 Restriction: none [HR][/HR] Remote Sensor Dispenser (PL5) A remote sensor dispenser carries 30 remote sensors that can be dropped and activated. These sensors detect movement, vibration and have a simple camera to view all within a 60 ft radius. Replacement sensors have a PDC of 5 for a set of 10 sensors. Equipment Slots: 1 Activation: Move Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: 10 Restriction: Licensed (+2) [HR][/HR] Gun Shield The reality that sometimes the best offense is a good defense, gun shields combine a ranged weapon with a medium shield to allow the pilot to easily switch from a defensive stance to ranged combat without physically switching items. These can be hand held or built into the arm of a mech, replacing the hand. Hand held versions have magnetic clamps to help brace the shield and support the weight along the whole forearm. The handle also has the trigger for the weapon. The weapon can be any ranged weapon, but most use basic ballistic, although generally with less ammo than a dedicated weapon slot, or any energy weapon such as lasers or plasma cannons. For ballistic weapons, the gunshield has 25% less ammunition. The shield, when used as purely as a shield, and the weapon not used in the same round, provides a +4 bonus to Defense. If the ranged weapon is used, the bonus to Defense is only +2 until the next round. GunShield Equipment Slots: 1, must be hand or arm Activation: Attack action Range Increment: Varies by ranged weapon used Target: Varies by ranged weapon used Duration: Instantaneous (ranged weapon)/ persistent (shield) Saving Throw: None Purchase DC: Base weapon +4 Restriction: Res to Mil (+2 to +3) Ammunition Expansion The underside of the shield can be modified to hold extra ammunition, increasing ammo capacity by 100% (doubling capacity). However, this makes the ammunition more vulnerable. Any time the mech is exposed to an explosion, there is a 20% chance that the ammunition may cook off, and deals damage of 25% of the remaining rounds on the shield to the mech. If the ammunition is only fired by an electric charge, then any electricity based attack has a 20% chance of cooking off the ammunition, dealing 25% of the remaining ammunition on the shield to the mech. PDC: Increase PDC by +2. Example Gun Shield Gun Shield mk1 (PL5) This combines the M-9 Barrage chaingun with a Bulwark Tactical shield. Deals 5d6 ballistic damage with 3 belts of 50 rounds. The shield component provides a +4 bonus to Defense any round the M-9 component isn't used. If used, the bonus to Defense is only +2. If the ammunition expansion option is used, the Gun Shield mk1 holds 6 belts of 50 rounds, and increases PDC by +2. Equipment Slots: 1, must be hand or arm Activation: Attack action Range Increment: 60 feet Target: Single target within 600 feet, or autofire Duration: Instantaneous (M-9) / persistent (shield) Saving Throw: None Purchase DC: 24 Restriction: Restricted (+2) [HR][/HR] Rocket Fists "Sometimes, you just want to REALLY hit something really hard!" The fist of the mech has been reinforced and several rocket thrusters are installed along the wrist and forearm. These thrusters propel the fist with incredible force to deal far greater damage the a mech's normal strength will allow. However, the thrusters have limited uses, usually about 5 charges. The mech's slam is considered to be from a mech of one size category larger (large normally deals 1d8, now becomes 2d6, huge 2d6 becomes 2d8, etc.), with colossal gaining an extra d6 in damage, plus +4 damage. If used as part of a Power Attack, the damage bonus is doubled. Due to the reinforcing of the hand, all Dex related skills using that hand suffer a -2 penalty. Also when using the rocket fist, can not use any hand held weapons unless it is a one handed weapon and deals piercing damage, in which case they deal damage as if it was meant for a mech of one size category larger. Rocket fuel reloads have a PDC 9 for 5 uses. Equipment Slots: 1, must be hand Activation: Standard attack (activation is free, part of an attack action) Range Increment: Melee Target: Single target within reach Duration: Instantaneous Saving Throw: none Purchase DC: 11 + one-quarter the mech's base PDC. Restriction: None [HR][/HR] Anchor System This system fits in the boots and legs, driving spikes into the ground, locks the legs and includes stabilization systems, keeping a mech up right. The mech, while the system is active, can not move, but gains +8 to resist trip, bullrush or overrun attempts. However it loses any Dex or dodge bonus to Defense, Reflex save bonus reduced by half, benefits from Uncanny Dodge are negated. This system is similar to the stabilization system used in construction mechs, but has a quick release, and used on military mechs that use heavy weapons that require great stability to use. Equipment Slots: Boots Activation: Move equivalent action Range Increment: Self Target: Self Duration: Persistent when active Saving Throw: +8 resist trip, bullrush, overrun Purchase DC: 20 Restriction: None [/QUOTE]
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