Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6857102" data-attributes="member: 6668634"><p>Sprinter</p><p>The sprinter is a light, fast attack mech with a heavy punch. Used in quick strikes and harassment missions, the high speed and four cannons give the sprinter quick first strike capabilities, but its light armour and exposed cockpit don't give it much protection in a sustained fight. It can be used in scouting missions, but lacks powerful sensors to make it a dedicated scout unit. A unique feature of the sprinter is the selective fire of the four M-35 cannons. Normally firing individually, one firing then the next in sequence, or set to fire in pairs, or all four at once, but this uses up ammunition very quickly, but does give it even greater punch in a short amount of time. With the open cockpit design, it is suggested that pilots wear full body armour as they are exposed to the elements, and only really have any protection from the front section. The sensors of the sprinter do have a data uplink to allow a connection to the pilot's armour HUD or even to cyborgs.</p><p></p><p>Sprinter (PL6)</p><p>Size: Large (-1)</p><p>Bonus Hit Points: 100</p><p>Superstructure: Aircraft Grade Aluminum</p><p>Hardness: 5</p><p>Armour: Titanium Alloy</p><p>Bonus to Defense: +2 (+5 Equipment -1 Size /2 Mk2 Open Cockpit)</p><p>Armour Penalty: -4</p><p>Reach: 10 ft</p><p>Strength Bonus: +4</p><p>Dexterity Penalty: 0</p><p>Speed: 65 ft</p><p>Purchase DC: 32 Mil (+3)</p><p></p><p>Slots</p><p>Back: Mk2 Open Cockpit</p><p>Shoulders: Oracle Targeting System Mk3</p><p>Torso 4 Slots: Selective fire-link M-35 20mm Cannon x4</p><p>Boots: Class II Sensor System</p><p>Comm System</p><p></p><p>Standard Package Features: M-35 20mm cannon x4, mk2 open cockpit, oracle targeting system mk3, class II sensor system</p><p>Bonuses: +3 attack, +2 Navigate and Spot checks</p><p>Weapons: 4x M-35 20mm Cannon 8d6, 20, ballistic, 110 ft incr, S/A, 200 ea. Selective Fire-link. 2 firelink 12d6 damage, Autofire Reflex DC +2; 4 firelink 16d6, Autofire Reflex DC +4.</p><p></p><p>Notes:</p><p>No Limb Design, removes arms and head, slots moved to Torso</p><p></p><p></p><p>Stripped</p><p>Anything that isn't needed stripped out to make the frame as light as possible. This means some parts are more exposed as there is less armour or support frame surrounding them, such as joints, hydraulics and other equipment. Increase speed by 15 feet, but critical hits deal an extra 25% more damage.</p><p></p><p>Simple Controls</p><p>The mech has such simplistic controls that anyone using the mech after an hour only suffers half the penalties for not having the Mecha Operation feat.</p><p></p><p>Reduced Strength</p><p>The mech doesn't have as powerful of servos as most mechs of the same size, but then again it wasn't designed to engage in melee combat. The mech only has a +4 bonus to Strength. Reduce Mech PDC by -2</p><p></p><p>Mk2 Open Cockpit</p><p>Reduces mech's armour bonus by 1/2, mech's Base Purchase DC -3.</p><p></p><p>M-35 20mm Cannon</p><p>The M-35 is based on numerous vehicle and aircraft based 20mm cannons and has been designed for a mecha chassis. It can generate enormous firepower and is very reliable. It carries 200 rounds normally but can be linked with extra ammunition located in other parts of the mecha easily. Each belt of 300 rounds takes up another equipment slot. Deals 8d6 points of ballistic damage. Each additional belt of 50 rounds has a purchase DC of 9</p><p>Equipment Slots: 1</p><p>Activation: attack action</p><p>Range Increment: 110</p><p>Target: Single target within 1100 feet, or autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 20</p><p>Restriction: Military (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>Rec1</p><p>The Rec1 is a fairly small mech built for recon work, however it is fairly well armed for its size. The unique configuration of the Rec1 does make it stand out for those looking for a personalized style. Instead of a standard humanoid body, it lacks a head and the torso is mostly made of a C like structure, from the top hangs the cockpit with the laser cannon. The cockpit can rotate on its own, and the whole C structure can rotate to allow the cockpit to be tilted up or down. The arms are mounted around the C structure track, which does prevent the cockpit from turning a full 360 degrees, limiting it to a only 270 degrees. This configuration does give it a fairly narrow build, and the parts are actually fairly quick to respond, giving it a fairly high response time. </p><p>The Rec1 sports powerful sensors and decent armour that's stronger than some recon mechs that are quite a bit larger than the Rec1. Its greatest defense though is the stealth systems to help it avoid heavily armed opponents. Its armament is heavy for a scout, letting it take out other scout mechs, but not dedicated combat units with heavy armour.</p><p>The only major complaint anyone has over the Rec1 is its pricy and time consuming to fix as everything is very crammed into the small frame.</p><p>The Rec1 is able to record up to 1 week's worth of data from its sensors. The comm systems are designed with powerful encryption systems, allowing it to transmit and receive encoded messages and data.</p><p></p><p>Rec1 (PL6)</p><p>Size: Large Scout (-1)</p><p>Bonus Hit Points: 80 </p><p>Superstructure: Alumisteel</p><p>Hardness: 10</p><p>Armour: Darkstar Stealth</p><p>Bonus to Defense: +5</p><p>Armour Penalty: -4</p><p>Reach: 10 ft</p><p>Strength Bonus: +8</p><p>Dexterity Penalty: </p><p>Speed: 40 ft</p><p>Purchase DC: 41</p><p></p><p>Slots</p><p>Right Arm: M-53 Firestar Rocket Launcher</p><p>Left Arm: M-35 20 mm cannon</p><p>Shoulders: Phased Array Class IVB Sensor System</p><p>Torso x2: Cockpit</p><p>Torso: Corona Microwave Beam, extended range</p><p>Left Leg: SatCom Array</p><p>Right Leg: Sensor Baffler</p><p>Boots: Stealth Suite</p><p>Comm System</p><p></p><p>Standard Package Features: stealth suite, sensor baffler, chameleonic surface</p><p>Bonuses: +4 Knowledge: Earth Sciences (geological sensors), +4 Navigate, +4 Spot, Darkvision 120 ft, -4 hide (size), +10 hide +10 move silently (stealth suite), enemy sensors suffer -10 Computer Use (sensor baffler), -5 to enemy Computer Use checks to detect mech (armour), +4 Computer Use checks for encoding/decoding transmissions and intercepting enemy transmissions.</p><p>Weapons: M-35 20mm cannon 8d6, 20, ballistic, 110 ft, s/a, 200 rds</p><p>M-53 Firestar 10d6, -, fire, -, single, 6 internal</p><p>Corona Microwave Beam 5d6, 20, fire, 50 ft, single</p><p></p><p>Repair checks are made at -3 and work costs +1 PDC due to the way the Rec1 is constructed making it difficult and pricier.</p><p></p><p>Phased Array Sensors (Borrowing this from d20 Tech Notes by IWright on <a href="http://community.d20moderndb.com/" target="_blank">http://community.d20moderndb.com/</a> )</p><p>Phased Array is a gadget that can be applied to any starship or mech ranged sensor system. Phased array places a number of smaller sensors around the craft's frame, all slaved to a main control system, increasing the effective surface area of the sensor. It allows the operator to switch between two modes; Extreme Range or Enhanced Function. Under the extreme range mode, the system's range increment is doubled. Under the enhanced function mode, the system has its standard range, but the operator gains a +4 equipment bonus to their Computer Use check to use the system's listed functions.</p><p>Restriction: Phased Array modifies electromagnetic or sonic scanning systems. It has no effect on any tactile or chemical sensors.</p><p>PDC Modifier: +3</p><p></p><p>Class IVB Sensor System</p><p>The Class IVB sensor system is upgraded version of the Class IV, 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, +4 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 150 ft. The IVB also has motion sensors with a range up to 500 feet, air pressure sensors, </p><p>Equipment Slots: 1</p><p>Activation: always active, move activation</p><p>Range: 10 mile radius, 150 ft cone emanation</p><p>Duration: persistent</p><p>Saving Throw: None</p><p>Purchace DC: 28</p><p>Restriction: none </p><p></p><p>Chameleonic Surface (Mech)</p><p>This is a mech size version of the chameleonic surface gadget made for armour. In many ways it is similar to paint-on LCD of the Information Age, allowing an image of the mech's surrounding to be displayed on the armour of the mech, letting it blend in. One of the advantages of using this system over more active jamming and stealth systems is that it is completely passive and uses minimal power once activated. This allows the mech to hide visually while powered down to avoid being detected by sensors designed for pinpointing power signatures, or if an active stealth system is damaged.</p><p>Restriction: Res (+2)</p><p>PDC: 29</p><p></p><p>[HR][/HR]</p><p></p><p>VW Werner</p><p>Taking a hint from Saturn's success of the Grunt and Spartan mechs, VolksWagon expanded back into military vehicles to include mechs. Their first attempt was to create a simple light mech, but fairly well armed, thus the Werner. Lightly armoured, but quick, it can be used in quite well in support rolls due to the missile and rocket armaments, and from ambushes. Standing at only 10 feet allows the Werner to hide in many places, although the laser reflective coating can give it away without proper camouflage is used.</p><p></p><p>VW Werner (PL6)</p><p>Size: Large (-1)</p><p>Bonus Hit Points: 100</p><p>Superstructure: Alumisteel</p><p>Hardness: 10</p><p>Armour: Aircraft Grade Aluminum</p><p>Bonus to Defense: +3</p><p>Armour Penalty: -2</p><p>Reach: 10 ft</p><p>Strength Bonus: +4</p><p>Dexterity Penalty: </p><p>Speed: 55 ft</p><p>Purchase DC: 35</p><p></p><p>Slots</p><p>Helmet: Corona Microwave Beam, Extended Range</p><p>Back: Cockpit</p><p>Torso: Cockpit</p><p>Left Arm: M-53 Firestar Rocket Launcher</p><p>Right Arm: M-55 Crud Rocket Launcher</p><p>Shoulders: Class I Sensor System</p><p>Boots: </p><p>Comm System</p><p></p><p>Standard Package Features: Stripped, reduced strength, </p><p>Bonuses: +2 Navigate, +2 Spot, -4* (laser reflective coating)</p><p>Weapons: Corona Microwave Beam 5d6, 20, fire, 50 ft, single</p><p>M-53 Firestar Rocket 10d6, -, fire, -, single, 6 internal</p><p>M-55 Crud Rocket 10d6, -, slashing, -, single, 6 internal</p><p></p><p>VW Laser Reflective Coating</p><p>This coating designed by VW is a cheap, somewhat effective means to defend their new mechs and vehicles against laser weaponry. A layer of reflective material is applied to the exterior of the vehicle or mech. This material is worn away with every hit, lowering its effectiveness, but it can be applied fairly cheaply and on virtually any vehicle. The laser reflective coating provides the vehicle an additional hardness against laser weapons of 8. Against laser attacks, the coating remains intact, but against any attacks that deal physical damage, such as ballistic, slashing, piercing, or fire damage from explosives, each attack reduces the bonus against lasers by 1 for each successful attack. When this bonus is reduced to 0, the coating is completely stripped or stripped so much that it is ineffective, revealing the bare metal or the armour underneath. </p><p>While the laser reflective coating is applied, and until it is removed, the vehicle suffers a -4 to Hide checks.</p><p>Laser reflective coating takes about an hour to apply.</p><p>PDC: 14</p><p></p><p></p><p>VW Werner B</p><p>The Werner B attempts to fix a few problems of the original with larger missile capacities. The B comes in two versions, the B1 and B2. The B1 adds external pods that reload the missile launchers, mounts slightly heavier armour, but is slower than the original. The B2 changes the rocket launchers to a mini rocket launcher system instead, increasing the number of missiles, and also adds a barrage capability. It also retains the light armour and speed.</p><p></p><p>B1</p><p>Make the following changes to the original Werner to upgrade it to the B1 variant.</p><p>Change armour to Resilium armour, which increases Defense to +6, but reduces speed by 10 feet. </p><p>An external pod is attached to the back of the Werner B1 which contains a reload for each rocket system. Reduce speed by further 5 feet.</p><p>Increase PDC by +1.</p><p></p><p>B2</p><p>Make the following changes to the original Werner to upgrade it to the B2 variant.</p><p>Remove the M-53 and M-55 rocket launchers and replace with expanded multi-launch mini rocket launchers, based on those used on the Zoison assault mech. Follow same rules as those on the Zoison, except each launcher holds 30 mini rockets instead of 25 rockets.</p><p>Increase PDC by +1.</p><p></p><p>[HR][/HR]</p><p></p><p>Striker</p><p>The striker is a fast, light attack mech, good for lighting strikes, ambushes and scouting. The cockpit is off center, to the right, with the weapon to the left. The mech lacks arms, which reduces its flexibility, but keeps the cost down. The weapon is a rapid-fire laser, allowing it to strike quickly and the enhanced gyros in the waist allow the torso to completely turn around, allowing for strafing attacks while on the run. To aid in the striker's mobility, jump jets are installed in the back to allow it to make jet powered leaps.</p><p></p><p>Striker (PL6)</p><p>Size: Large (-1)</p><p>Bonus Hit Points: 100</p><p>Superstructure: Alumisteel</p><p>Hardness: 10</p><p>Armour: Duraplastic</p><p>Bonus to Defense: +2 (+3 equipment, -1 size)</p><p>Armour Penalty: -4</p><p>Reach: 0 (no arms)</p><p>Strength Bonus: +4</p><p>Dexterity Bonus: +2</p><p>Speed: 45 ft</p><p>Purchase DC: 35 (Res +2)</p><p></p><p>Slots</p><p>Back: Class III Sensor</p><p>Back: Jump jet</p><p>Torso x2: Typhoon 240 Laser Cannon modified with autofire option</p><p>Shoulder: Oracle Targeting Mk3</p><p>Torso x2: Cockpit</p><p>Boots: Dexterity Booster</p><p>Comm System</p><p></p><p>Standard Package Features: Headless, armless, reduced strength (only +4 Str), stripped (+15 ft, critical hits deal +25% damage), torso can spin completely around</p><p>Bonuses: +2 attack, 6 100 ft jumps, darkvision 90 ft, +2 Navigate, +2 Spot, +2 Dexterity</p><p>Weapons: Typhoon 240 laser cannon 10d6, 20, fire, 100 ft, s/a, -</p></blockquote><p></p>
[QUOTE="kronos182, post: 6857102, member: 6668634"] Sprinter The sprinter is a light, fast attack mech with a heavy punch. Used in quick strikes and harassment missions, the high speed and four cannons give the sprinter quick first strike capabilities, but its light armour and exposed cockpit don't give it much protection in a sustained fight. It can be used in scouting missions, but lacks powerful sensors to make it a dedicated scout unit. A unique feature of the sprinter is the selective fire of the four M-35 cannons. Normally firing individually, one firing then the next in sequence, or set to fire in pairs, or all four at once, but this uses up ammunition very quickly, but does give it even greater punch in a short amount of time. With the open cockpit design, it is suggested that pilots wear full body armour as they are exposed to the elements, and only really have any protection from the front section. The sensors of the sprinter do have a data uplink to allow a connection to the pilot's armour HUD or even to cyborgs. Sprinter (PL6) Size: Large (-1) Bonus Hit Points: 100 Superstructure: Aircraft Grade Aluminum Hardness: 5 Armour: Titanium Alloy Bonus to Defense: +2 (+5 Equipment -1 Size /2 Mk2 Open Cockpit) Armour Penalty: -4 Reach: 10 ft Strength Bonus: +4 Dexterity Penalty: 0 Speed: 65 ft Purchase DC: 32 Mil (+3) Slots Back: Mk2 Open Cockpit Shoulders: Oracle Targeting System Mk3 Torso 4 Slots: Selective fire-link M-35 20mm Cannon x4 Boots: Class II Sensor System Comm System Standard Package Features: M-35 20mm cannon x4, mk2 open cockpit, oracle targeting system mk3, class II sensor system Bonuses: +3 attack, +2 Navigate and Spot checks Weapons: 4x M-35 20mm Cannon 8d6, 20, ballistic, 110 ft incr, S/A, 200 ea. Selective Fire-link. 2 firelink 12d6 damage, Autofire Reflex DC +2; 4 firelink 16d6, Autofire Reflex DC +4. Notes: No Limb Design, removes arms and head, slots moved to Torso Stripped Anything that isn't needed stripped out to make the frame as light as possible. This means some parts are more exposed as there is less armour or support frame surrounding them, such as joints, hydraulics and other equipment. Increase speed by 15 feet, but critical hits deal an extra 25% more damage. Simple Controls The mech has such simplistic controls that anyone using the mech after an hour only suffers half the penalties for not having the Mecha Operation feat. Reduced Strength The mech doesn't have as powerful of servos as most mechs of the same size, but then again it wasn't designed to engage in melee combat. The mech only has a +4 bonus to Strength. Reduce Mech PDC by -2 Mk2 Open Cockpit Reduces mech's armour bonus by 1/2, mech's Base Purchase DC -3. M-35 20mm Cannon The M-35 is based on numerous vehicle and aircraft based 20mm cannons and has been designed for a mecha chassis. It can generate enormous firepower and is very reliable. It carries 200 rounds normally but can be linked with extra ammunition located in other parts of the mecha easily. Each belt of 300 rounds takes up another equipment slot. Deals 8d6 points of ballistic damage. Each additional belt of 50 rounds has a purchase DC of 9 Equipment Slots: 1 Activation: attack action Range Increment: 110 Target: Single target within 1100 feet, or autofire Duration: Instantaneous Saving Throw: none Purchase DC: 20 Restriction: Military (+3) [HR][/HR] Rec1 The Rec1 is a fairly small mech built for recon work, however it is fairly well armed for its size. The unique configuration of the Rec1 does make it stand out for those looking for a personalized style. Instead of a standard humanoid body, it lacks a head and the torso is mostly made of a C like structure, from the top hangs the cockpit with the laser cannon. The cockpit can rotate on its own, and the whole C structure can rotate to allow the cockpit to be tilted up or down. The arms are mounted around the C structure track, which does prevent the cockpit from turning a full 360 degrees, limiting it to a only 270 degrees. This configuration does give it a fairly narrow build, and the parts are actually fairly quick to respond, giving it a fairly high response time. The Rec1 sports powerful sensors and decent armour that's stronger than some recon mechs that are quite a bit larger than the Rec1. Its greatest defense though is the stealth systems to help it avoid heavily armed opponents. Its armament is heavy for a scout, letting it take out other scout mechs, but not dedicated combat units with heavy armour. The only major complaint anyone has over the Rec1 is its pricy and time consuming to fix as everything is very crammed into the small frame. The Rec1 is able to record up to 1 week's worth of data from its sensors. The comm systems are designed with powerful encryption systems, allowing it to transmit and receive encoded messages and data. Rec1 (PL6) Size: Large Scout (-1) Bonus Hit Points: 80 Superstructure: Alumisteel Hardness: 10 Armour: Darkstar Stealth Bonus to Defense: +5 Armour Penalty: -4 Reach: 10 ft Strength Bonus: +8 Dexterity Penalty: Speed: 40 ft Purchase DC: 41 Slots Right Arm: M-53 Firestar Rocket Launcher Left Arm: M-35 20 mm cannon Shoulders: Phased Array Class IVB Sensor System Torso x2: Cockpit Torso: Corona Microwave Beam, extended range Left Leg: SatCom Array Right Leg: Sensor Baffler Boots: Stealth Suite Comm System Standard Package Features: stealth suite, sensor baffler, chameleonic surface Bonuses: +4 Knowledge: Earth Sciences (geological sensors), +4 Navigate, +4 Spot, Darkvision 120 ft, -4 hide (size), +10 hide +10 move silently (stealth suite), enemy sensors suffer -10 Computer Use (sensor baffler), -5 to enemy Computer Use checks to detect mech (armour), +4 Computer Use checks for encoding/decoding transmissions and intercepting enemy transmissions. Weapons: M-35 20mm cannon 8d6, 20, ballistic, 110 ft, s/a, 200 rds M-53 Firestar 10d6, -, fire, -, single, 6 internal Corona Microwave Beam 5d6, 20, fire, 50 ft, single Repair checks are made at -3 and work costs +1 PDC due to the way the Rec1 is constructed making it difficult and pricier. Phased Array Sensors (Borrowing this from d20 Tech Notes by IWright on [url]http://community.d20moderndb.com/[/url] ) Phased Array is a gadget that can be applied to any starship or mech ranged sensor system. Phased array places a number of smaller sensors around the craft's frame, all slaved to a main control system, increasing the effective surface area of the sensor. It allows the operator to switch between two modes; Extreme Range or Enhanced Function. Under the extreme range mode, the system's range increment is doubled. Under the enhanced function mode, the system has its standard range, but the operator gains a +4 equipment bonus to their Computer Use check to use the system's listed functions. Restriction: Phased Array modifies electromagnetic or sonic scanning systems. It has no effect on any tactile or chemical sensors. PDC Modifier: +3 Class IVB Sensor System The Class IVB sensor system is upgraded version of the Class IV, 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, +4 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 150 ft. The IVB also has motion sensors with a range up to 500 feet, air pressure sensors, Equipment Slots: 1 Activation: always active, move activation Range: 10 mile radius, 150 ft cone emanation Duration: persistent Saving Throw: None Purchace DC: 28 Restriction: none Chameleonic Surface (Mech) This is a mech size version of the chameleonic surface gadget made for armour. In many ways it is similar to paint-on LCD of the Information Age, allowing an image of the mech's surrounding to be displayed on the armour of the mech, letting it blend in. One of the advantages of using this system over more active jamming and stealth systems is that it is completely passive and uses minimal power once activated. This allows the mech to hide visually while powered down to avoid being detected by sensors designed for pinpointing power signatures, or if an active stealth system is damaged. Restriction: Res (+2) PDC: 29 [HR][/HR] VW Werner Taking a hint from Saturn's success of the Grunt and Spartan mechs, VolksWagon expanded back into military vehicles to include mechs. Their first attempt was to create a simple light mech, but fairly well armed, thus the Werner. Lightly armoured, but quick, it can be used in quite well in support rolls due to the missile and rocket armaments, and from ambushes. Standing at only 10 feet allows the Werner to hide in many places, although the laser reflective coating can give it away without proper camouflage is used. VW Werner (PL6) Size: Large (-1) Bonus Hit Points: 100 Superstructure: Alumisteel Hardness: 10 Armour: Aircraft Grade Aluminum Bonus to Defense: +3 Armour Penalty: -2 Reach: 10 ft Strength Bonus: +4 Dexterity Penalty: Speed: 55 ft Purchase DC: 35 Slots Helmet: Corona Microwave Beam, Extended Range Back: Cockpit Torso: Cockpit Left Arm: M-53 Firestar Rocket Launcher Right Arm: M-55 Crud Rocket Launcher Shoulders: Class I Sensor System Boots: Comm System Standard Package Features: Stripped, reduced strength, Bonuses: +2 Navigate, +2 Spot, -4* (laser reflective coating) Weapons: Corona Microwave Beam 5d6, 20, fire, 50 ft, single M-53 Firestar Rocket 10d6, -, fire, -, single, 6 internal M-55 Crud Rocket 10d6, -, slashing, -, single, 6 internal VW Laser Reflective Coating This coating designed by VW is a cheap, somewhat effective means to defend their new mechs and vehicles against laser weaponry. A layer of reflective material is applied to the exterior of the vehicle or mech. This material is worn away with every hit, lowering its effectiveness, but it can be applied fairly cheaply and on virtually any vehicle. The laser reflective coating provides the vehicle an additional hardness against laser weapons of 8. Against laser attacks, the coating remains intact, but against any attacks that deal physical damage, such as ballistic, slashing, piercing, or fire damage from explosives, each attack reduces the bonus against lasers by 1 for each successful attack. When this bonus is reduced to 0, the coating is completely stripped or stripped so much that it is ineffective, revealing the bare metal or the armour underneath. While the laser reflective coating is applied, and until it is removed, the vehicle suffers a -4 to Hide checks. Laser reflective coating takes about an hour to apply. PDC: 14 VW Werner B The Werner B attempts to fix a few problems of the original with larger missile capacities. The B comes in two versions, the B1 and B2. The B1 adds external pods that reload the missile launchers, mounts slightly heavier armour, but is slower than the original. The B2 changes the rocket launchers to a mini rocket launcher system instead, increasing the number of missiles, and also adds a barrage capability. It also retains the light armour and speed. B1 Make the following changes to the original Werner to upgrade it to the B1 variant. Change armour to Resilium armour, which increases Defense to +6, but reduces speed by 10 feet. An external pod is attached to the back of the Werner B1 which contains a reload for each rocket system. Reduce speed by further 5 feet. Increase PDC by +1. B2 Make the following changes to the original Werner to upgrade it to the B2 variant. Remove the M-53 and M-55 rocket launchers and replace with expanded multi-launch mini rocket launchers, based on those used on the Zoison assault mech. Follow same rules as those on the Zoison, except each launcher holds 30 mini rockets instead of 25 rockets. Increase PDC by +1. [HR][/HR] Striker The striker is a fast, light attack mech, good for lighting strikes, ambushes and scouting. The cockpit is off center, to the right, with the weapon to the left. The mech lacks arms, which reduces its flexibility, but keeps the cost down. The weapon is a rapid-fire laser, allowing it to strike quickly and the enhanced gyros in the waist allow the torso to completely turn around, allowing for strafing attacks while on the run. To aid in the striker's mobility, jump jets are installed in the back to allow it to make jet powered leaps. Striker (PL6) Size: Large (-1) Bonus Hit Points: 100 Superstructure: Alumisteel Hardness: 10 Armour: Duraplastic Bonus to Defense: +2 (+3 equipment, -1 size) Armour Penalty: -4 Reach: 0 (no arms) Strength Bonus: +4 Dexterity Bonus: +2 Speed: 45 ft Purchase DC: 35 (Res +2) Slots Back: Class III Sensor Back: Jump jet Torso x2: Typhoon 240 Laser Cannon modified with autofire option Shoulder: Oracle Targeting Mk3 Torso x2: Cockpit Boots: Dexterity Booster Comm System Standard Package Features: Headless, armless, reduced strength (only +4 Str), stripped (+15 ft, critical hits deal +25% damage), torso can spin completely around Bonuses: +2 attack, 6 100 ft jumps, darkvision 90 ft, +2 Navigate, +2 Spot, +2 Dexterity Weapons: Typhoon 240 laser cannon 10d6, 20, fire, 100 ft, s/a, - [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top