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<blockquote data-quote="kronos182" data-source="post: 6857091" data-attributes="member: 6668634"><p>Long Shot Rail Cannon (PL6-7)</p><p>These large railguns are built for long range combat, launching a round miles to a target, making them excellent for artillery bombardment, long range air defense or costal bombardment while on the deck of a ship. Due to their size, the long barrels makes them difficult to use in close range, and they require an anchoring system on any mech smaller than colossal size due to the recoil they produce.</p><p>The long shot rail cannon is able to launch a projectile up to 20 range increments. If used within 1 range increment, the long shot takes a -4 to attack, and range penalties are halved after the fifth range increment, -1 for every two range increments instead of -1 for every range increment. Any target struck within the first range increment suffers 20d8 points of damage, 19-20x4 critical, and ignores 50 points of damage reduction. Beyond the first range increment, 14d8 damage, 19-20x4 critical, ignoring 30 points of damage. If the damage is more than enough to deplete the target's current hit points, the round will continue for a distance striking any target on the other side up to a distance equal to half the distance from the long shot rail cannon equipment and the first target struck, but damage is reduced by 2 die.</p><p>The base system holds 15 rounds, each slot dedicated to ammunition holds 30 rounds.</p><p></p><p>Equipment Slots: 3, shoulder and back</p><p>Activation: Attack action</p><p>Range Increment: 250 feet, out to 20 range increments</p><p>Target: single target within 5000 feet</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 34</p><p>Restriction: Military (+3), Huge mech size minimum, Class III sensor system minimum, anchoring system on mechs smaller than colossal.</p><p></p><p>[HR][/HR]</p><p></p><p>Cerrian Gun (PL 6-7)</p><p>This device is designed to look like a gun, but it is actually a portable repair unit. It launches globule filled with lead sulfide crystals and nanites that can effect quick repairs of armour and superstructure, but not equipment. Combat engineers use these 'weapons' to effect quick battlefield repairs to friendly mechs, vehicles and robots.</p><p>Each shot repairs 4d6 points of damage to the target. Only affects metallic structures, such as buildings, mechs, vehicles, robots, and even metallic lifeforms. The system holds 12 shots in a magazine.</p><p>This device is sometimes mounted on vehicles as well, usually found among combat engineer units or some construction firms that deal with emergency response.</p><p>Equipment Slots: 1 for weapon, 1 for 4 magazines</p><p>Activation: Attack action</p><p>Range Increment: 50 feet</p><p>Target: Single target within 500 feet</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 25 for weapon, 19 for each magazine</p><p>Restriction: Restricted (+2)</p><p></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Mech Damage Control(PL 5)</span></p><p><span style="font-family: 'Calibri'">A damage controlsystems similar to those installed in starships. Although not quite as powerfulas the repair drones or nanorepair units created in later years, it does thejob of repairing a mech effectively. As a move action, with a Repair check DC15, the damage control will repair a number of hit points to the mech, butdoesn't repair damaged equipment, based on mech size per round activated.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p>[TABLE="width: 1"] [TR] [TD] <span style="font-family: 'Calibri'">Mech Size</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Hit Points Repaired</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">PDC</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Medium</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">1d4</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">16</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Large</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">1d6</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Huge</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">1d8</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">24</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Gargantuan</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">1d10</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">28</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Colossal</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">1d12</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">30</span></p><p> [/TD] [/TR][/TABLE]</p><p><span style="font-family: 'Calibri'">Equipment Slots:1</span></p><p><span style="font-family: 'Calibri'">Activation: Move</span></p><p><span style="font-family: 'Calibri'">Range Increment: Personal</span></p><p><span style="font-family: 'Calibri'">Target: You</span></p><p><span style="font-family: 'Calibri'">Duration: 1 round</span></p><p><span style="font-family: 'Calibri'">Saving Throw: None</span></p><p><span style="font-family: 'Calibri'">Purchase DC: Varies</span></p><p><span style="font-family: 'Calibri'">Restriction: None</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p><span style="font-family: 'Calibri'">Gundanium AlloySuperstructure (PL8-9)</span></p><p><span style="font-family: 'Calibri'">A unique compoundwhich can only be produced in the zero-gravity conditions of space. In additionto its incredible strength--several times the strength and heat-resistance oftitanium, Gundanium alloy is electrically non-conductive and cannot be detectedby radar, is highly heat-resistant and virtually immune to corrosion. However,this material is expensive and difficult to manufacture, making it unfeasiblefor mass production. The material makes the mecha difficult to detect at longrange with conventional radar and MAD sensors. Opposing units trying to detecta mecha with gundanium alloy superstructure take a -5 penalty on their computeruse checks if they are using Class I, II or III sensor suites. Class IV andhigher are unaffected, gains Ion Resistance (see d20 Future Tech) 10, +50 Hitpoints, but repair checks and time increases by 50%.</span></p><p><span style="font-family: 'Calibri'">Hardness: 35, 50 vs kinetic attacks (ballistic, slashing, piercing,bludgeoning, concussion, etc).</span></p><p><span style="font-family: 'Calibri'">Speed Bonus: +0 ft</span></p><p><span style="font-family: 'Calibri'">Base Purchase Modifier: +10</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Gundanium AlloyArmour (PL8-9)</span></p><p><span style="font-family: 'Calibri'">Gundanium alloy can also be used as armour for a mech, making it very resistantto damage. If a mech also has a gundanium alloy superstructure, it is even moreresistant and difficult to track. Inherent stealth properties of gundanium giveopposing units trying to detect the mech take a -5 penalty on their ComputerUse checks if they are using a Class I to III sensor suites, higher suites arenot affected. Mech is immune to acid damage, damage from planetary re-entry isreduced by 75%, gains ion resistance 10, gains +50 Hit Points, Repair checks,time and cost increases by 50%.</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +14</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -7</span></p><p><span style="font-family: 'Calibri'">Speed Penalty: -5 ft</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 19 +1/2 the mecha's base purchase DC.</span></p><p> </p><p><span style="font-family: 'Calibri'">Special Bonus forhaving both Gundanium Superstructure and Armour</span></p><p><span style="font-family: 'Calibri'">Having a mech builtusing both gundanium alloy in the superstructure and armour makes it anextremely durable, and expensive. Such a mech imposes a -15 to Computer Usechecks to opposing units trying to detect the mech (overrides the -5 for eitherarmour or superstructure), has Ion Resistance 20 (overrides the 10 for armouror superstructures), gains an additional +20 Hit Points.</span></p><p> </p><p><span style="font-family: 'Calibri'">Luna TitaniumSuperstructure (PL6-7)</span></p><p><span style="font-family: 'Calibri'">Luna Titanium wasdeveloped as a new light weight but durable alternative to titanium or steelfor the construction of mechs. Although proven to be quite effective inresisting physical damage, and being light weight, it is expensive anddifficult to work with. Repair checks, cost and time increase by 25%</span></p><p><span style="font-family: 'Calibri'">Hardness: 20, 40 vskinetic attacks (ballistic, slashing, piercing, bludgeoning, concussion,etc).</span></p><p><span style="font-family: 'Calibri'">Speed Bonus: +0 ft</span></p><p><span style="font-family: 'Calibri'">Base Purchase Modifier: +7</span></p><p> </p><p><span style="font-family: 'Calibri'">Luna Titanium Armour(PL6-7)</span></p><p><span style="font-family: 'Calibri'">Luna titanium can also be used as armour for a mech, making it very resistantto damage, and is very light. Repair checks and time increases by50%.</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +8</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -5</span></p><p><span style="font-family: 'Calibri'">Speed Penalty: +5 ft</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 13 +1/2 the mecha's base purchase DC.</span></p><p><span style="font-family: 'Calibri'"> </span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6857091, member: 6668634"] Long Shot Rail Cannon (PL6-7) These large railguns are built for long range combat, launching a round miles to a target, making them excellent for artillery bombardment, long range air defense or costal bombardment while on the deck of a ship. Due to their size, the long barrels makes them difficult to use in close range, and they require an anchoring system on any mech smaller than colossal size due to the recoil they produce. The long shot rail cannon is able to launch a projectile up to 20 range increments. If used within 1 range increment, the long shot takes a -4 to attack, and range penalties are halved after the fifth range increment, -1 for every two range increments instead of -1 for every range increment. Any target struck within the first range increment suffers 20d8 points of damage, 19-20x4 critical, and ignores 50 points of damage reduction. Beyond the first range increment, 14d8 damage, 19-20x4 critical, ignoring 30 points of damage. If the damage is more than enough to deplete the target's current hit points, the round will continue for a distance striking any target on the other side up to a distance equal to half the distance from the long shot rail cannon equipment and the first target struck, but damage is reduced by 2 die. The base system holds 15 rounds, each slot dedicated to ammunition holds 30 rounds. Equipment Slots: 3, shoulder and back Activation: Attack action Range Increment: 250 feet, out to 20 range increments Target: single target within 5000 feet Duration: Instantaneous Saving Throw: None Purchase DC: 34 Restriction: Military (+3), Huge mech size minimum, Class III sensor system minimum, anchoring system on mechs smaller than colossal. [HR][/HR] Cerrian Gun (PL 6-7) This device is designed to look like a gun, but it is actually a portable repair unit. It launches globule filled with lead sulfide crystals and nanites that can effect quick repairs of armour and superstructure, but not equipment. Combat engineers use these 'weapons' to effect quick battlefield repairs to friendly mechs, vehicles and robots. Each shot repairs 4d6 points of damage to the target. Only affects metallic structures, such as buildings, mechs, vehicles, robots, and even metallic lifeforms. The system holds 12 shots in a magazine. This device is sometimes mounted on vehicles as well, usually found among combat engineer units or some construction firms that deal with emergency response. Equipment Slots: 1 for weapon, 1 for 4 magazines Activation: Attack action Range Increment: 50 feet Target: Single target within 500 feet Duration: Instantaneous Saving Throw: None Purchase DC: 25 for weapon, 19 for each magazine Restriction: Restricted (+2) [HR][/HR] [FONT=Calibri]Mech Damage Control(PL 5)[/FONT] [FONT=Calibri]A damage controlsystems similar to those installed in starships. Although not quite as powerfulas the repair drones or nanorepair units created in later years, it does thejob of repairing a mech effectively. As a move action, with a Repair check DC15, the damage control will repair a number of hit points to the mech, butdoesn't repair damaged equipment, based on mech size per round activated. [/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Mech Size[/FONT] [/TD] [TD] [FONT=Calibri]Hit Points Repaired[/FONT] [/TD] [TD] [FONT=Calibri]PDC[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Medium[/FONT] [/TD] [TD] [FONT=Calibri]1d4[/FONT] [/TD] [TD] [FONT=Calibri]16[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Large[/FONT] [/TD] [TD] [FONT=Calibri]1d6[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Huge[/FONT] [/TD] [TD] [FONT=Calibri]1d8[/FONT] [/TD] [TD] [FONT=Calibri]24[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Gargantuan[/FONT] [/TD] [TD] [FONT=Calibri]1d10[/FONT] [/TD] [TD] [FONT=Calibri]28[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Colossal[/FONT] [/TD] [TD] [FONT=Calibri]1d12[/FONT] [/TD] [TD] [FONT=Calibri]30[/FONT] [/TD] [/TR][/TABLE] [FONT=Calibri]Equipment Slots:1 Activation: Move Range Increment: Personal Target: You Duration: 1 round Saving Throw: None Purchase DC: Varies Restriction: None [/FONT] [HR][/HR] [FONT=Calibri]Gundanium AlloySuperstructure (PL8-9)[/FONT] [FONT=Calibri]A unique compoundwhich can only be produced in the zero-gravity conditions of space. In additionto its incredible strength--several times the strength and heat-resistance oftitanium, Gundanium alloy is electrically non-conductive and cannot be detectedby radar, is highly heat-resistant and virtually immune to corrosion. However,this material is expensive and difficult to manufacture, making it unfeasiblefor mass production. The material makes the mecha difficult to detect at longrange with conventional radar and MAD sensors. Opposing units trying to detecta mecha with gundanium alloy superstructure take a -5 penalty on their computeruse checks if they are using Class I, II or III sensor suites. Class IV andhigher are unaffected, gains Ion Resistance (see d20 Future Tech) 10, +50 Hitpoints, but repair checks and time increases by 50%. Hardness: 35, 50 vs kinetic attacks (ballistic, slashing, piercing,bludgeoning, concussion, etc). Speed Bonus: +0 ft Base Purchase Modifier: +10 [/FONT] [FONT=Calibri]Gundanium AlloyArmour (PL8-9) Gundanium alloy can also be used as armour for a mech, making it very resistantto damage. If a mech also has a gundanium alloy superstructure, it is even moreresistant and difficult to track. Inherent stealth properties of gundanium giveopposing units trying to detect the mech take a -5 penalty on their ComputerUse checks if they are using a Class I to III sensor suites, higher suites arenot affected. Mech is immune to acid damage, damage from planetary re-entry isreduced by 75%, gains ion resistance 10, gains +50 Hit Points, Repair checks,time and cost increases by 50%. Equipment Bonus: +14 Armour Penalty: -7 Speed Penalty: -5 ft Purchase DC: 19 +1/2 the mecha's base purchase DC.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Special Bonus forhaving both Gundanium Superstructure and Armour[/FONT] [FONT=Calibri]Having a mech builtusing both gundanium alloy in the superstructure and armour makes it anextremely durable, and expensive. Such a mech imposes a -15 to Computer Usechecks to opposing units trying to detect the mech (overrides the -5 for eitherarmour or superstructure), has Ion Resistance 20 (overrides the 10 for armouror superstructures), gains an additional +20 Hit Points.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Luna TitaniumSuperstructure (PL6-7)[/FONT] [FONT=Calibri]Luna Titanium wasdeveloped as a new light weight but durable alternative to titanium or steelfor the construction of mechs. Although proven to be quite effective inresisting physical damage, and being light weight, it is expensive anddifficult to work with. Repair checks, cost and time increase by 25%[/FONT] [FONT=Calibri]Hardness: 20, 40 vskinetic attacks (ballistic, slashing, piercing, bludgeoning, concussion,etc). Speed Bonus: +0 ft Base Purchase Modifier: +7[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Luna Titanium Armour(PL6-7) Luna titanium can also be used as armour for a mech, making it very resistantto damage, and is very light. Repair checks and time increases by50%. Equipment Bonus: +8 Armour Penalty: -5 Speed Penalty: +5 ft Purchase DC: 13 +1/2 the mecha's base purchase DC. [/FONT] [/QUOTE]
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